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1

Yuliyana, Tifani, I. Ketut Resika Arthana, and Ketut Agustini. "Usability Testing pada Aplikasi POTWIS." JST (Jurnal Sains dan Teknologi) 8, no. 1 (July 21, 2019): 12. http://dx.doi.org/10.23887/jst-undiksha.v8i1.12081.

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This research was conducted to evaluate POTWIS application by highlighting three usability concepts that effectiveness, efficiency, and the satisfaction of the user in using POTWIS application measured by usability testing methode, Performance Measurement, RTA, UEQ, and SUS technique. The purpose is to know the result of usability testing and improvement recommendation on POTWIS application based of the result of usability testing.The result of this research is based on analysis of statical calculation Mann Whitney U Test, UEQ dan SUS which showed (1) POTWIS application is not effective seen from the existance of the mistake made by respondent during the task, (2) POTWIS application is efficient seen from the time of task execution because the execution time between proficient group and beginner group was not significantly different, (3) POTWIS application has not met the scale of efficiency measured by UEQ with score 0.625 which showed below the average and (4) POTWIS application has not fulfilled user satisfaction measured by SUS with score 53.00 which is stated still below the average score is > 68.
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Cornet, Victor P., Carly N. Daley, Preethi Srinivas, and Richard J. Holden. "User-Centered Evaluations with Older Adults: Testing the Usability of a Mobile Health System for Heart Failure Self-Management." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 6–10. http://dx.doi.org/10.1177/1541931213601497.

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Many older adults living with heart failure struggle to follow recommended self-management routines. To help older adults with heart failure more effectively and efficiently self-manage their disease, we developed Engage, a mobile health application promoting the performance, logging, and sharing of routine self-management behaviors. This paper reports on the usability evaluation of the Engage system with 15 older adults with heart failure and informal caregivers. In two phases, participants used Engage during a task-based usability test (n=5) and a scenario-based usability test (n=10). Usability and performance data were assessed through video-recorded observation and the administration of the system usability scale (SUS) and NASA Task Load Index (TLX). We found that task-based testing was useful in quickly identifying problems within our application, but scenario-based testing elicited more valuable feedback from older adults. A comparison of the different evaluation methods used and the discussion of the challenges encountered provide multiple implications for the practice of usability testing of mobile health products with older adults.
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Stowers, Kimberly, Nicholas Kasdaglis, Olivia Newton, Shan Lakhmani, Ryan Wohleber, and Jessie Chen. "Intelligent Agent Transparency." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 1706–10. http://dx.doi.org/10.1177/1541931213601392.

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We evaluated the usability and utility of an unmanned vehicle management interface that was developed based on the Situation awareness–based Agent Transparency model. We sought to examine the effect of increasing levels of agent transparency on operator task performance and perceived usability of the agent. Usability and utility were assessed through flash testing, a focus group, and experimental testing. While usability appeared to decrease with the portrayal of uncertainty, operator performance and reliance on key parts of the interface increased. Implications and next steps are discussed.
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Hwang, Hohyun, and Younghoon Lee. "Usability Problem Identification Based on Explainable Neural Network in Asynchronous Testing Environment." Interacting with Computers 33, no. 2 (March 2021): 155–66. http://dx.doi.org/10.1093/iwc/iwab018.

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Abstract Usability testing is an essential element in human–computer interaction studies, and its core purpose is not only to evaluate usability in general but also to identify specific problems. Synchronous usability testing methods are costly to conduct on a large scale, as well as subject to time constraints. Thus, in realistic practice, asynchronous testing is often performed and usually adopts an automatic logging approach to identify usability problems based on collected data. However, in prior research, an in-depth human evaluation review phase has been required to examine each user interaction for usability problems. This consumes considerable time, and the results are likely to be subjective. In this study, we propose a novel method to identify and prioritize usability problems quantitatively using an explainable neural network approach and conduct an experiment based on device usage logs collected in a usability test. Using an explainable neural network, we assess user interactions for their relative influence on an overall usability score, predicting each interaction’s probability of causing a usability problem. Assigning usability scores to each task, we model the relative importance of each individual interaction by calculating a weight for each based on feature maps output by the neural network. Then, we identify usability problems by reviewing the interactions showing the highest importance weight values. The experimental results indicate that our proposed method effectively identifies usability problems and demonstrate that it performs quantitatively better compared to other benchmark methods.
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Basok, Boris M., Alena N. Rozhanskaya, and Sergey L. Frenkel. "On web-applications usability testing." Russian Technological Journal 7, no. 6 (January 10, 2020): 9–24. http://dx.doi.org/10.32362/2500-316x-2019-7-6-9-24.

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The paper discusses the task of organizing the usability testing of web applications that are in pilot or industrial operation. A usability testing technique is described that combines the development, debugging and execution of test scenarios, and analysis of the received test data. The development of test scenarios is based: on the use of the accumulated experience of users who have already worked with this application or with another, similar in functionality; on the use of web analytics, which can provide scenarios of the behavior of user data on the site; and on the use of statistical data on visits to specific pages. Simultaneously with this approach, a different approach is used in the construction of tests. It is based on the development of tests aimed at identifying defects in the program. Debugging and execution of test tasks is carried out in the same way as it is realized when performing functional testing of web applications using testing automation tools. In addition, the analysis of the data obtained during the operation using web analytics makes it possible to form a group of respondent testers, whose capabilities reflect the capabilities of the entire set of probable users of this web application. The approaches outlined in the work were put into practice. As an example, the article provides test data for the page of the admissions committee of MIREA – Russian Technological University – priem.mirea.ru. The obtained experimental data showed that, despite testing the usability of software at the development stages, some errors in the operation of web applications remain undetected. The cost of detecting and eliminating these errors increases significantly. Therefore, it is recommended in the work to increase the level of usability already in the early stages of development. In particular, for the operational prediction of the level of usability, it is desirable to have mathematical tools for modeling the behavior of the designed system and the user.
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Susanto, Novie, Heru Prastawa, Manik Mahachandra, and Dinda Ayu Rakhmawati. "Evaluation of Usability on Bionic Anthropomorphic (BIMO) Hand for Disability Hand Patient." Jurnal Ilmiah Teknik Industri 18, no. 2 (December 19, 2019): 124–33. http://dx.doi.org/10.23917/jiti.v18i2.8133.

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One aspect that needs to be assessed to make better product is usability. Testing the level of usability on BIMO hand is performed using adapted Southampton Hand Assesment Procedure (SHAP) method. Users are given the task of using prosthetic hand to perform daily activities according to performance measurement rules. Based on the opinion of Jacob Nielsen, the theory used to measure usability are 5 main parameters, i.e: Learnability, Memorability, Efficiency, Satisfaction, and Errors. Testing is done by giving 15 task daily activity to the respondent. After testing, respondents were given USE questionnaires (Usefulness, Satisfaction and Ease of use) as a media for usability assessmentand received suggestions from respondents. Some suggestions were obtained from the respondents after the research was conducted, such as the size of the product, censoric product respond, the suitability shape and weight of product. Based on the percentage of USE questionnaire assessment known Usability Prosthetic hand level tested is in the status of GOOD, this indicates the respondents feel the product is good to use.
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Brantley, Steve, Annie Armstrong, and Krystal M. Lewis. "Usability Testing of a Customizable Library Web Portal." College & Research Libraries 67, no. 2 (March 1, 2006): 146–63. http://dx.doi.org/10.5860/crl.67.2.146.

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The popularity of customizable Web sites in libraries has increased librarians’ interest in supplementing user services with portal technology. The open source-software MyLibrary gives the librarian control over the resources directed to users based on their interests. University of Illinois at Chicago librarians developed My Chicago Library as a way to streamline user access to library resources. A usability study designed around common task categories tested the participants’ abilities to customize a personal library Web page, understand the resource categories as defined by librarians, and manage the discipline-specific content available in the portal.
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Zhang, Ting, Pei-Luen Patrick Rau, Gavriel Salvendy, and Jia Zhou. "Comparing Low and High-Fidelity Prototypes in Mobile Phone Evaluation." International Journal of Technology Diffusion 3, no. 4 (October 2012): 1–19. http://dx.doi.org/10.4018/jtd.2012100101.

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This study compared usability testing results found with low- and high-fidelity prototypes for mobile phones. The main objective is to obtain deep understanding of usability problems found with different prototyping methods. Three mobile phones from different manufactures were selected in the experiment. The usability level of the mobile phones was evaluated by participants who completed a questionnaire consisting of 13 usability factors. Incorporating the task-based complexity of the three mobile phones, significant differences in the usability evaluation for each individual factor were found. Suggestions on usability testing with prototyping technique for mobile phones were proposed. This study tries to provide new evidence to the field of mobile phone usability research and develop a feasible way to quantitatively evaluate the prototype usability with novices. The comparisons of paper-based and fully functional prototypes led us to realize how significantly the unique characteristics of different prototypes affect the usability evaluation. The experiment took product complexity into account and made suggestions on choosing proper prototyping technique for testing particular aspects of mobile phone usability.
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Bailey, Robert W., Robert W. Allan, and P. Raiello. "Usability Testing vs. Heuristic Evaluation: A Head-to-Head Comparison." Proceedings of the Human Factors Society Annual Meeting 36, no. 4 (October 1992): 409–13. http://dx.doi.org/10.1177/154193129203600431.

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The importance of user testing, heuristic evaluation and iterative design in the development of computer software programs was examined. In the first study, twenty-five subjects with limited computer experience, were randomly divided into five groups of five subjects each. All groups were asked to perform a telephone bill inquiry task using two character-based screens. After having one group perform, one change per screen was made before beginning the testing of the next group. The system was improved three times. A final experimental group completed the same task using an “ideal” system designed and presented by Molich and Nielsen (1990). Rather than the 29 changes originally suggested by Molich and Nielsen, our results showed that only one change to each of the original screens was necessary to achieve the same performance and preference levels as those demonstrated by their “ideal” system. The same task was repeated using a graphical user interface. A heuristic evaluation suggested up to 43 potential changes, whereas the usability test demonstrated that only two changes optimized performance. These findings demonstrate one of the major weaknesses of heuristic evaluations, and the importance of usability testing in the design and development of human interfaces.
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Clark, Shannon E. "Training Decay Selection for Usability Validation." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 5, no. 1 (June 2016): 76–83. http://dx.doi.org/10.1177/2327857916051018.

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When conducting usability validation testing, representative users must use the device in the expected conditions of use in the field. There is usually a period of time—days or weeks—between the point in time a user is trained, and the moment they use the device for the first time. For this reason, the FDA acknowledges the need for “training decay” as part of usability validation testing, but manufacturers face challenges simulating real-time decays. In response to challenges associated with lags of days or weeks between training and usability validation testing, medical device manufacturers typically simulate shortened training decay periods. This paper discusses the theory behind the shapes of various training decay curves and the variables that drive differences between training decay curves. The author proposes to use a task-based approach for defining training decay curves in usability validation studies and sets out generalized training decay curves at a high level. Future research could reveal detailed and generalizable training decay curves. Identifying generalizable training decay curves could standardize the usability testing required for medical devices, and ultimately improve use error identification while avoiding an undue toll on manufacturer resources.
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Chen, Jiayin, Kaifeng Liu, Foon-yee Chan, Zhenzhen Xie, Philip Lam, Yat-wo Liu, Hing-yu So, and Calvin Ka-lun Or. "Usability Testing for Smart IV Pumps Through Simulation-based Evaluation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2209–10. http://dx.doi.org/10.1177/1071181319631187.

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Poorly designed user interfaces limit the effective use of medical devices, leading to user errors. Hence, before such devices are implemented, it is essential to identify potential usability issues. A common approach to testing usability is a simulation-based test, which allows practitioners to identify usability issues by observing how users interact with the product being tested. Infusion pumps are frequently used in medical settings, and much effort has been made to advance their design and features. To enhance patient safety, smart intravenous (IV) pumps with safety functions (e.g., drug library, alarms) have been developed. However, they do not always have usable interface designs. A simulation-based test was thus conducted in this study to examine the usability of smart IV pumps. Four smart IV pumps (Pumps 1, 2, 3, and 4) were tested. Table 1 presents their key characteristics. Thirty registered nurses with little experience of using such pumps were recruited from five units at three local public hospitals to participate in the test. They were asked to perform a series of tasks that simulated medication administration involving infusion pumps. A senior registered nurse and human factors professionals developed the following tasks for the test: priming an infusion set; loading an infusion set; accessing the drug library and selecting drugs; and programming a basic infusion. The tasks were performed in a simulated ward to reproduce the nurses’ actual practice. All tasks were performed with each pump, and the order in which the pumps were used was counterbalanced. The nurse participants wore video glasses that recorded their interactions with the pumps during the test. The study’s outcome measures included total task completion time, the number of deviations, the number of alarms, and the number of requests for help. Total task completion time was the amount of time taken to complete all of the tasks. A deviation occurred when the operation of a pump diverged from its standard operation, defined according to the instructions in the relevant pump user manual. Alarms were recorded when aural or visual alerts were caused by deviations and incorrect operation. Requests for help occurred when the participants asked the research assistant how to solve problems they had encountered. Repeated measures analysis of variance was performed to compare the total task completion time between the four pumps. Deviations, alarms, and requests for help were compared by the total number of occurrences. Table 1. Main features and operation of the pumps. Pump 1 Pump 2 Pump 3 Pump 4 Infusion set Gravity feeding set. Gravity feeding set. Gravity feeding set. Gravity feeding set. Flow sensor and Internal flow sensor; no External flow sensor; must Internal flow sensor; no Internal flow sensor; no installation need to install manually. be installed manually. need to install manually. need to install manually. How to access Automatic access via a page Automatic access via a page Users need to find and enter Automatic access via a “drug library” offering entry to the drug offering entry to the drug the main menu, then access page offering entry to the feature library. library. the drug library. drug library. How to select drugs in the drug library Press keys on the keypad. Press keys on the keypad. Press keys on the keypad or turn a dial. Press keys on the keypad. How to input numbers Use numeric keys and decimal keys. Use increment/decrement keys to increase or decrease value. Turn a dial to increase/decrease value. Use increment/decrement keys to increase or decrease value. The results of the test showed significant differences in total task completion time between the four pumps (F(3,87) = 14.56, p < 0.0001). The tasks were completed most quickly using Pump 1 (208.2 s), followed by Pump 2 (255.7 s), Pump 4 (304.6 s), and Pump 3 (369.2 s). The participants made the fewest deviations when using Pump 1 (36 deviations), followed by Pump 4 (92 deviations), Pump 2 (139 deviations), and Pump 3 (157 deviations). The participants triggered the fewest alarms when using Pump 1 (14 alarms), followed by Pump 2 (56 alarms), Pump 3 (67 alarms), and Pump 4 (67 alarms). As measured by their requests for help, the participants encountered the fewest problems with Pump 2 (8 requests for help), followed by Pump 1 (11 requests for help), Pump 4 (12 requests for help), and Pump 3 (27 requests for help). The overall findings were as follows. Pump 1 allowed a reasonable workflow, but the participants using this pump found it difficult to prime the infusion set and understand the alarm messages. Pump 2 was relatively easy to use, but the participants tended to forget to attach the external flow sensor. Using Pump 3, many participants found it difficult to access the drug library and program an infusion because the button labels were unclear. This may lead to misunderstandings and errors. In addition, using Pump 3 took the most time, which could have been due to the difficulty of inputting numbers using this pump. The design of Pump 3 requires users to input numbers by turning a dial, which takes longer than using keys. Using Pump 4, the participants were able to rapidly access the drug library and program a basic infusion, but some found it difficult to prime the infusion set. This study demonstrated that a simulation-based test is an effective way of identifying usability issues with medical devices. Developers of medical devices should improve their interface design to avoid ineffective use. Users should try to overcome usability issues by following the relevant user manuals closely. They should also receive sufficient training before using the devices. We observed a number of human errors during the test, and thus recommend that more training be provided in using the safety features of the pumps. Furthermore, practitioners should use different outcome measures to indicate performance when conducting similar kinds of simulation-based test, depending on the characteristics of the clinical settings in which the infusion pumps are used. Acknowledgments This study was conducted with the support of the Department of Industrial and Manufacturing Systems Engineering at the University of Hong Kong and the Theme-based Research Scheme of the Hong Kong Research Grants Council (grant number T32-102/14-N).
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Jiang, Mingyin, Xuancheng Tu, Wanchao Xiao, Jinhui Tang, Qiang Li, Dongjie Sun, and Daoxiong Wang. "Usability testing of radiotherapy systems as a medical device evaluation tool to inform hospital procurement decision-making." Science Progress 104, no. 3 (July 2021): 003685042110361. http://dx.doi.org/10.1177/00368504211036129.

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Purpose: Poor usability designs of radiotherapy systems can contribute to use errors and adverse events. Therefore, we evaluated the usability of two radiotherapy systems through radiation therapists’ performance, workload, and experience that can inform hospital procurement decision-making about the selection of appropriate radiotherapy system for radiation therapist use. Methods: We performed a comparative usability study for two radiotherapy systems through user testing. Thirty radiation therapists participated in our study, in which four typical operational tasks were performed in two tested radiotherapy systems. User performance was measured by task completion time and completion difficulty level. User workloads were measured by perceived and physiological workload using NASA-TLX questionnaires and eye motion data. User experience was measured by the USE questionnaire. Results: Significantly less task completion time and an easier task completion difficulty level were shown with the Varian Trilogy than with the XHA600E. The study results suggest that higher perceived and physiological workloads were experienced with the XHA600E than with the Varian Trilogy. Radiation therapists reported better user experience with the Varian Trilogy than with the XHA600E. Five paired t-tests regarding user performance, user workload, and user experience between the Varian Trilogy and the XHA600E were performed, showing that the Varian Trilogy radiotherapy system has a better usability design than the XHA600E radiotherapy system. Conclusions: Based on study results, we confirmed that the Varian Trilogy radiotherapy system has a better usability design than the XHA600E radiotherapy system. Furthermore, the study results provide valuable evidence for hospital procurement decision-making regarding the selection of a suitable radiotherapy system for radiation therapists to use.
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Mueller, Kat Landry, Zachary Valdes, Erin Owens, and Cole Williamson. "Where’s the EASY Button? Uncovering E-Book Usability." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 44. http://dx.doi.org/10.5860/rusq.59.1.7224.

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E-book platforms have multiplied among vendors and publishers, complicating not only acquisitions and collection development decisions, but also the user experience. Using a methodology of task-based user testing, the researchers sought to measure and compare user performance of eight common tasks on nine e-book platforms: EBSCO eBooks, ProQuest Ebook Central, Gale Virtual Reference Library (GVRL), Oxford Reference, Safari Books Online, IGI Global, CRCnetBASE, Springer Link, and JSTOR. Success and failure rates per task, average time spent per task, and user comments were evaluated to gauge the usability of each platform. Findings indicate that platforms vary widely in terms of users’ ability and speed in completing known-item searches, navigation tasks, and identification of specialized tools, with implications for library acquisition and user instruction decisions. Results also suggest several key vendor design recommendations for an optimal user experience. The study did not aim to declare a “winning” platform, and all the platforms tested demonstrated both strengths and weaknesses in different aspects, but overall performance and user preference favored ProQuest’s Ebook Central platform.
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Pierce, Robert P., Bernie R. Eskridge, LeAnn Rehard, Brandi Ross, Margaret A. Day, and Jeffery L. Belden. "The Effect of Electronic Health Record Usability Redesign on Annual Screening Rates in an Ambulatory Setting." Applied Clinical Informatics 11, no. 04 (August 2020): 580–88. http://dx.doi.org/10.1055/s-0040-1715828.

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Abstract Objectives Improving the usability of electronic health records (EHR) continues to be a focus of clinicians, vendors, researchers, and regulatory bodies. To understand the impact of usability redesign of an existing, site-configurable feature, we evaluated the user interface (UI) used to screen for depression, alcohol and drug misuse, fall risk, and the existence of advance directive information in ambulatory settings. Methods As part of a quality improvement project, based on heuristic analysis, the existing UI was redesigned. Using an iterative, user-centered design process, several usability defects were corrected. Summative usability testing was performed as part of the product development and implementation cycle. Clinical quality measures reflecting rolling 12-month rates of screening were examined over 8 months prior to the implementation of the redesigned UI and 9 months after implementation. Results Summative usability testing demonstrated improvements in task time, error rates, and System Usability Scale scores. Interrupted time series analysis demonstrated significant improvements in all screening rates after implementation of the redesigned UI compared with the original implementation. Conclusion User-centered redesign of an existing site-specific UI may lead to significant improvements in measures of usability and quality of patient care.
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Tovstiadi, Esta, Natalia Tingle, and Gabrielle Wiersma. "Academic E-book Usability from the Student’s Perspective." Evidence Based Library and Information Practice 13, no. 4 (December 12, 2018): 70–87. http://dx.doi.org/10.18438/eblip29457.

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Abstract Objective – This article describes how librarians systematically compared different e-book platforms to identify which features and design impact usability and user satisfaction. Methods – This study employed task-based usability testing, including the “think-aloud protocol.” Students at the University of Colorado Boulder completed a series of typical tasks to compare the usability and measure user satisfaction with academic e-books. For each title, five students completed the tasks on three e-book platforms: the publisher platform and two aggregators. Thirty-five students evaluated seven titles on nine academic e-book platforms. Results – This study identified each platform’s strengths and weaknesses based on students’ experiences and preferences. The usability tests indicated that students preferred Ebook Central over EBSCO and strongly preferred the aggregators over publisher platforms. Conclusions – Librarians can use student expectations and preferences to guide e-book purchasing decisions. Preferences may vary by institution, but variations in e-book layout and functionality impact students’ ability to successfully complete tasks and influences their affinity for or satisfaction with any given platform. Usability testing is a useful tool for gauging user expectations and identifying preferences for features, functionality, and layout.
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Walker, Miriam, Leila Takayama, and James A. Landay. "High-Fidelity or Low-Fidelity, Paper or Computer? Choosing Attributes when Testing Web Prototypes." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 5 (September 2002): 661–65. http://dx.doi.org/10.1177/154193120204600513.

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Interface designs are currently tested in a mixture of fidelities and media. So far, there is insufficient research to indicate what level of fidelity and media will produce the best feedback from users. This experiment compared user testing with low- and high-fidelity prototypes in both computer and paper media. Task-based user tests of sketched (low-fidelity) and HTML (high-fidelity) website prototypes were conducted in each medium, separating the testing medium from other factors of prototype fidelity. We found that low- and high-fidelity prototypes are equally good at uncovering usability issues. Usability testing results were also found to be independent of medium, despite differences in interaction style. Designers should choose whichever medium and level of fidelity suit their practical needs and design goals, as discussed in this paper.
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Barger, Diana, Olivier Leleux, Valérie Conte, Vincent Sapparrart, Marie Gapillout, Isabelle Crespel, Marie Erramouspe, et al. "Web-Based Module for the Collection of Electronic Patient-Reported Outcomes in People Living With HIV in Nouvelle Aquitaine, France: Usability Evaluation." JMIR Formative Research 3, no. 4 (December 18, 2019): e15013. http://dx.doi.org/10.2196/15013.

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Background Patient-reported outcomes (PROs) can be of great value for both research and chronic disease management. We developed a new module of the ANRS CO3 Aquitaine cohort study’s Web-based data capture and visualization solution (APPEGE 2.0) for the collection of electronic PROs among people living with HIV cared for in Nouvelle Aquitaine, France. Objective This study aimed to evaluate the usability of 2 successively developed prototypes of ARPEGE 2.0’s electronic PROs module before launching a pilot study, owing to the novelty of the proposed data collection method for our setting and specific characteristics of the target population. Methods A total of 2 sequential rounds of empirical, task-based usability evaluations were conducted, involving 8 research staff and then 7 people living with HIV. Evaluators provided written feedback during round 1 and oral feedback during round 2. Evaluators who completed the full set of tasks responded to the System Usability Scale (SUS). We assessed changes in SUS scores between rounds and concluded usability testing when SUS scores reached a ceiling effect, defining good usability a priori as a usability score of 70. Results Insights were generated regarding the visibility of system status and the match between the system and the real world that improved the module’s usability. Research staff evaluators reported mean SUS scores of 65 (SD 18.87) and patient evaluators reported mean SUS scores of 85 (SD 5.4; P=.032). Conclusions Software modifications, informed by successive rounds of usability testing, resulted in sufficient gains in usability to undertake piloting. Insights generated during evaluations prompted us to find the appropriate balance between optimal security and ease of use. Trial Registration ClinicalTrials.gov NCT03296202; https://clinicaltrials.gov/ct2/show/NCT03296202 International Registered Report Identifier (IRRID) RR2-10.2196/10.2196/resprot.9439
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Khatun, Asma, and S. M. Zabed Ahmed. "Usability testing for an open-source integrated library system." Electronic Library 36, no. 3 (June 4, 2018): 487–503. http://dx.doi.org/10.1108/el-03-2017-0049.

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Purpose The aim of this paper is to empirically examine the usability of the Koha OPAC from a user perspective. Design/methodology/approach A series of usability tests with Koha were carried out at a private university in Bangladesh. Both experienced and novice users participated in these tests. Experienced users participated only once, whereas novices took part in three successive sessions. At first, novices’ initial performance was recorded. Then, they performed the same tasks after a short training tutorial. Novices again participated in the retention experiment with the same tasks after four weeks. A set of seven tasks was given to the users to see their performance in terms of time taken, number of errors made and success scores. Performance data were captured through a computer screen recording software, and satisfaction scores were obtained using a modified version of Questionnaire on User Interface Satisfaction (QUIS). Comparisons of performance and satisfaction with Koha OPAC were made between experienced users and novices’ initial, learning and retention experiments and amongst novices’ three test sessions. Findings The results showed significant performance difference between experienced and novices’ initial session. Novices could easily pick up the functionality of Koha OPAC when a brief training was provided. The comparative analysis of performance between experienced users and novices’ learning showed no significant difference between these sessions. There was a significant difference between experienced and novices’ retention in terms of success scores. The comparison amongst novices’ initial, learning and retention sessions showed significant performance differences in time taken and errors made. The QUIS results also showed significant differences in subjective satisfaction for several items between experienced users and naïve sessions, and for one item amongst novices’ three experiments. Originality/value This is a pioneering study of the task-based usability of Koha OPAC. The findings from this study will encourage researchers to empirically examine the usability of other open-source ILSs, which might result in improved user performance and satisfaction with these systems.
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Chrismanto, Antonius Rachmat, Joko Purwadi, Argo Wibowo, Halim Budi Santoso, Rosa Delima, and Delfia Balisa. "Comparison Testing Functional and Usability System Mapping Land Agriculture On Platform Web and Mobile." IAIC Transactions on Sustainable Digital Innovation (ITSDI) 2, no. 2 (December 3, 2020): 140–57. http://dx.doi.org/10.34306/itsdi.v2i2.401.

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The Agricultural Land Mapping System (SPLP) is indispensable in an agricultural country where part of the population is farmers. This system has been developed by the research team since 2019 and has resulted in web and mobile based systems. The Dutatani SPLP system was developed using the Rapid Application Development (RAD) method. Before this system is further implemented in the community, this system needs to be tested in terms of functionality and usability. This research article aims to compare the functionality and reusability testing of web and mobile-based SPLP. The test was carried out using ISO / IEC 9126-4 usability metrics that focus on effectiveness and efficiency, and involve farmers and farmer groups from Gilang Harjo Village, Bantul, Yogyakarta. The results of testing the web-based and mobile-based SPLP system show that overall respondents can do all the tasks given, but it takes a long time to complete. This is influenced by internal factors of the respondents, namely the respondent's lack of experience in using mobile phones for other activities besides telephone and short messages. So that when testing, respondents need more time to adapt to the system. However, based on time on task, mobile-based SPLP testing is faster than web-based ones.
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Babatunde, Folarin Omoniyi, Joy MacDermid, Ruby Grewal, Luciana Macedo, and Mike Szekeres. "Development and Usability Testing of a Web-Based and Therapist-Assisted Coping Skills Program for Managing Psychosocial Problems in Individuals With Hand and Upper Limb Injuries: Mixed Methods Study." JMIR Human Factors 7, no. 2 (May 6, 2020): e17088. http://dx.doi.org/10.2196/17088.

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Background Ineffective coping has been linked to prolonged pain, distress, anxiety, and depression after a hand and upper limb injury. Evidence shows that interventions based on cognitive behavioral therapy (CBT) may be effective in improving treatment outcomes, but traditional psychological interventions are resource intensive and unrealistic in busy hand therapy practices. Developing web-based, evidence-based psychological interventions specifically for hand therapy may be feasible in clinical practice and at home with reduced training and travel costs. Hand Therapy Online Coping Skills (HOCOS) is a program developed to supplement traditional hand therapy with therapist-assisted coping skills training based on principles from CBT and the Technology Acceptance Model. Objective This study aimed to describe the development and assess the usability of HOCOS to support hand therapists in the management of psychosocial problems. Methods The ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) of system design was applied to create HOCOS. The usability testing of HOCOS involved a 2-stage process. In the first step, heuristic testing with information and communications technology (ICT) experts was completed using two sets of heuristics: Monkman heuristics and the Health Literacy Online (HLO) checklist. The second step involved user testing with hand therapists performing a series of online and face-to-face activities, completing 12 tasks on the website using the think-aloud protocol, completing the system usability scale (SUS) questionnaire, and a semistructured feedback interview in 2 iterative cycles. Descriptive statistics and content analyses were used to organize the data. Results In total, 4 ICT experts and 12 therapists completed usability testing. The heuristic evaluation revealed 15 of 35 violations on the HLO checklist and 5 of 11 violations on the Monkman heuristics. Initially, hand therapists found 5 tasks to be difficult but were able to complete all 12 tasks after the second cycle of testing. The cognitive interview findings were organized into 6 themes: task performance, navigation, design esthetics, content, functionality and features, and desire for future use. Usability issues identified were addressed in two iterative cycles. There was good agreement on all items of the SUS. Overall, therapists found that HOCOS was a detailed and helpful learning resource for therapists and patients. Conclusions We describe the development and usability testing of HOCOS; a new web-based psychosocial intervention for individuals with a hand and upper limb injuries. HOCOS targets psychosocial problems linked to prolonged pain and disability by increasing access to therapist-guided coping skills training. We actively involved target users in the development and usability evaluation of the website. The final website was modified to meet the needs and preferences of the participants.
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Vogiatzidakis, Panagiotis, and Panayiotis Koutsabasis. "Mid-Air Gesture Control of Multiple Home Devices in Spatial Augmented Reality Prototype." Multimodal Technologies and Interaction 4, no. 3 (August 31, 2020): 61. http://dx.doi.org/10.3390/mti4030061.

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Touchless, mid-air gesture-based interactions with remote devices have been investigated as alternative or complementary to interactions based on remote controls and smartphones. Related studies focus on user elicitation of a gesture vocabulary for one or a few home devices and explore recommendations of respective gesture vocabularies without validating them by empirical testing with interactive prototypes. We have developed an interactive prototype based on spatial Augmented Reality (AR) of seven home devices. Each device responds to touchless gestures (identified from a previous elicitation study) via the MS Kinect sensor. Nineteen users participated in a two-phase test (with and without help provided by a virtual assistant) according to a scenario that required from each user to apply 41 gestural commands (19 unique). We report on main usability indicators: task success, task time, errors (false negative/positives), memorability, perceived usability, and user experience. The main conclusion is that mid-air interaction with multiple home devices is feasible, fairly easy to learn and apply, and enjoyable. The contributions of this paper are (a) validation of a previously elicited gesture set; (b) development of a spatial AR prototype for testing of mid-air gestures, and (c) extensive assessment of gestures and evidence in favor of mid-air interaction in smart environments.
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Doggett, Alexandra, Dustin T. Weiler, and Jason J. Saleem. "A Comparative Usability Study of Independent Web-Based Personal Health Records." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 576–77. http://dx.doi.org/10.1177/1541931213601132.

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Previous research on personal health records (PHRs) has focused on applications that are “tethered” to a specific electronic health record (EHR). However, there is a gap in research on the usability of unaffiliated, independent PHRs, as well as research on college-aged PHR users. Therefore, we performed a comparative usability study with 18 college-aged participants on three popular, freely available, independent PHRs. We chose a within-subject design to allow for comparative feedback from each participant in the post-experiment interview. In order to control for a learning effect between PHRs potentially affecting the usability performance measures, the order that participants used the PHRs was randomized across participants. We used analysis of variance (ANOVA) to determine if there were statistically significant differences in the usability measures. Based on variability of PHR use and design reported in previous research, we hypothesized that there would be a significant difference for each of the measures previously described and that one PHR would be the most usable product based on these measures. This hypothesis is based on the PHR’s extensive resources and company history. Participants completed the same six tasks in three different PHRs. Dependent variables included task time, mouse movement, mouse clicks, keystrokes, errors, and user satisfaction ratings based on the Computer System Usability Questionnaire (CSUQ). Analysis of variance (ANOVA) was used to determine the significance in the difference of the means for each dependent variable. Results showed statistically significant differences in CSUQ survey categories, errors, and keystrokes. Results supported one of the three PHRs as having better usability than its tested counterparts. While the initial purpose of this study was comparative usability testing of PHRs for college-aged students, the study provided other insights as well. Similar to other usability studies found in the literature review, the study used multiple methods, including objective task metrics, a survey, and an interview to solicit feedback on the systems. This provides a new addition to the literature in that it analyzes the usability of a system with a new user group and completed a comparative analysis of three leading Web-based, untethered PHRs. The initial hypothesis that there would be a significant difference in usability for each of the dependent measures and that one PHR would have better usability based on these measures was partially supported by the results. While not all of the criteria had statistically significant results for the three different systems, such as task time, mouse movement, mouse clicks, and interface quality, many of the measures did have significant differences in their means, and one of the PHRs had the best results in the majority of metrics analyzed. Though one PHR seemed to more usable than the other systems, it does not imply that this PHR is without error. There are still improvements that could be made to enhance the usability of the system. For example, several participants commented on how they liked the interface of one of the competing PHRs. Several participants also commented that some of the drop-downs limit the options and are not representative of the information they were trying to enter. Expanded dropdowns or typing options could be added to improve this. As found in the a different study, there are still barriers to the adoption of the PHR that was found to be most usable. Using the survey and open-ended survey results as a guide to improvement, the PHR that was found to be most usable in our study has the potential to further improve its usability.
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Iftikhar, Aleeha, Raymond R. Bond, Victoria McGilligan, Stephen J. Leslie, Khaled Rjoob, Charles Knoery, Ciara Quigg, et al. "Comparing Single-Page, Multipage, and Conversational Digital Forms in Health Care: Usability Study." JMIR Human Factors 8, no. 2 (May 26, 2021): e25787. http://dx.doi.org/10.2196/25787.

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Background Even in the era of digital technology, several hospitals still rely on paper-based forms for data entry for patient admission, triage, drug prescriptions, and procedures. Paper-based forms can be quick and convenient to complete but often at the expense of data quality, completeness, sustainability, and automated data analytics. Digital forms can improve data quality by assisting the user when deciding on the appropriate response to certain data inputs (eg, classifying symptoms). Greater data quality via digital form completion not only helps with auditing, service improvement, and patient record keeping but also helps with novel data science and machine learning research. Although digital forms are becoming more prevalent in health care, there is a lack of empirical best practices and guidelines for their design. The study-based hospital had a definite plan to abolish the paper form; hence, it was not necessary to compare the digital forms with the paper form. Objective This study aims to assess the usability of three different interactive forms: a single-page digital form (in which all data input is required on one web page), a multipage digital form, and a conversational digital form (a chatbot). Methods The three digital forms were developed as candidates to replace the current paper-based form used to record patient referrals to an interventional cardiology department (Cath-Lab) at Altnagelvin Hospital. We recorded usability data in a counterbalanced usability test (60 usability tests: 20 subjects×3 form usability tests). The usability data included task completion times, System Usability Scale (SUS) scores, User Experience Questionnaire data, and data from a postexperiment questionnaire. Results We found that the single-page form outperformed the other two digital forms in almost all usability metrics. The mean SUS score for the single-page form was 76 (SD 15.8; P=.01) when compared with the multipage form, which had a mean score of 67 (SD 17), and the conversational form attained the lowest scores in usability testing and was the least preferred choice of users, with a mean score of 57 (SD 24). An SUS score of >68 was considered above average. The single-page form achieved the least task completion time compared with the other two digital form styles. Conclusions In conclusion, the digital single-page form outperformed the other two forms in almost all usability metrics; it had the least task completion time compared with those of the other two digital forms. Moreover, on answering the open-ended question from the final customized postexperiment questionnaire, the single-page form was the preferred choice.
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Indriyani, Ni Luh Putu Ratih, Gede Rasben Dantes, and Kadek Yota Ernanda Aryanto. "ANALISIS KEBERMANFAATAN WEBSITE SEKOLAH TINGGI PARIWISATA (STIPAR) TRIATMA JAYA MENGGUNAKAN METODE USABILITY TESTING." International Journal of Natural Science and Engineering 1, no. 2 (November 3, 2017): 56. http://dx.doi.org/10.23887/ijnse.v1i2.12469.

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This research is aimed to determine the results of the usability analysis from the website Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya viewed from the user side as well as knowing the recommendation of website improvement of Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya from usability aspect. The methods used are Usability Testing of Performance Measurement and Retrospective Think Aloud (RTA) techniques and the dissemination of SUS questionnaires. The results showed that the Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya still not effective, it is seen from the error or mistake made by users of lecturers and students while doing the task. Statistically website Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya has been efficient for lecture but not efficient for college students users. For lecturers there are 6 out of 10 tasks that do not have significant time difference, while for college students there are 4 out of 10 tasks that do not have significant time difference. From the aspect of user satisfaction, both lecturers and college students feel still less satisfied using the website of Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya, this can be seen from the SUS questionnaire scores of lecturers of 63.28 and college students users of 58.44. Based on the analysis result, it can be concluded that the Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya has not fulfilled the criteria of products that have good usability, because the three aspects (effectiveness, efficiency and user satisfaction) have not been met. Based on the above, the recommendation of Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya website is focused on adjustment of display, language and term change, feature addition, menu name adjustment, menu structure and menu layout, content addition and menu simplification. Repairs done by making wireframe recommendation page Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya.
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Kupis, Julia, Sydney Johnson, Gregory Hallihan, and Dana Olstad. "Assessing the Usability of the Automated Self-Administered Dietary Assessment Tool (ASA24) among Low-Income Adults." Nutrients 11, no. 1 (January 10, 2019): 132. http://dx.doi.org/10.3390/nu11010132.

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The Automated Self-Administered Dietary Assessment Tool (ASA24) is a web-based tool that guides participants through completion of a 24-h dietary recall and automatically codes the data. Despite the advantages of automation, eliminating interviewer contact may diminish data quality. Usability testing can assess the extent to which individuals can use the ASA24 to report dietary intake with efficiency, effectiveness, and satisfaction. This mixed-methods study evaluated the usability of the ASA24 to quantify user performance and to examine qualitatively usability issues in a sample of low-income adults (85% female, 48.2 years on average) participating in a nutrition coupon program. Thirty-nine participants completed a 24-h dietary recall using the ASA24. Audio and screen recordings, and survey responses were analyzed to calculate task times, success rates, and usability issue frequency. Qualitative data were analyzed thematically to characterize usability issues. Only one participant was able to complete a dietary recall unassisted. We identified 286 usability issues within 22 general usability categories, including difficulties using the search function, misunderstanding questions, and uncertainty regarding how to proceed to the next step; 71.4% of participants knowingly misentered dietary information at least once. Usability issues may diminish participation rates and compromise the quality of ASA24 dietary intake data. Researchers should provide on-demand technical support and designers should improve the intelligence and flexibility of the ASA24’s search functionality.
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Utami, Paramita Retno, Firman Ardiansyah, and Muhammad Zubair. "Perancangan User Experience Menggunakan Metode Five Planes Pada Aplikasi Mobile Kode Funding Di PT Kodetag Global Teknotama." Jurnal Sains Terapan 9, no. 1 (June 3, 2019): 55–69. http://dx.doi.org/10.29244/jstsv.9.1.55-69.

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ABSTRACT Kode Funding Application is a cooperative mobile-based application which is a service product of PT Kodetag Global Teknotama. This application is designed to have features of cooperatives transactions, but it has not been designed with user experience (UX) and user interface optimization (UI) to meet the needs and achieve user satisfaction. As the consequence, when the user used the application, they faced difficulties in making transactions on the application such as data input errors. These following things will affect the performance of the user while making the transactions.The design of user experience and user interface optimization are designed to build an Android mobile application prototype for Koperasi Simpan Pinjam dan Pembiayaan Syariah (KSPPS) Kode Funding that is using the Five Planes Element of User Experience by Garrett (2011) and considering the aspects of usability and aesthetics. The evaluation was carried out using techniques such as think aloud and learnability assessment by testing 5 participants for a medium fidelity prototype. The final evaluation results on usability testing using task success get a 90% success rate for time and task completion. All participants can complete the proposed task. Meanwhile, the results of the time completion evaluation were calculated to be 5 out of 50 participants that exceeded the time limit. Participants assumed that the prototype with UX design giving a more attractive appearance and the better experience when using the application, as well as the availability of detailed transaction information. ABSTRAK Aplikasi Kode Funding adalah aplikasi koperasi berbasis mobile yang merupakan produk layanan dari PT Kodetag Global Teknotama. Aplikasi ini telah dirancang memiliki fungsi atau fitur transaksi pada koperasi, namun belum dilakukan perancangan user experience (UX) dan optimasi user interface (UI) untuk memenuhi kebutuhan dan mencapai kepuasan pengguna. Sehingga, ketika user menggunakan aplikasi tersebut, terdapat kesulitan dalam melakukan transaksi pada aplikasi seperti adanya kesalahan input data setoran. Hal berikut tentunya mempengaruhi performa dan kinerja dari pengguna aplikasi dalam bertransaksi.Perancangan user experience dan optimasi user interface dimaksudkan agar terbentuknya prototipe aplikasi mobile Android Koperasi Simpan Pinjam dan Pembiayaan Syariah (KSPPS) Kode Funding yang menggunakan metode Five Planes User Experience Elements oleh Garrett (2011) dengan mempertimbangkan aspek usability dan estetika. Evaluasi dilakukan menggunakan teknik think aloud dan penilaian learnability dengan pengujian pada 5 partisipan untuk medium fidelity prototype. Hasil akhir evaluasi pada usability testing menggunakan task success mendapatkan success rate sebesar 90% untuk time and task completion. Seluruh partisipan dapat menyelesaikan task yang diajukan. Sedangkan, hasil evaluasi dari pemenuhan waktu terdapat 5 dari 50 partisipan melebihi batas waktu. Partisipan menganggap pengembangan prototipe dengan perancangan UX memberikan dampak tampilan yang lebih menarik dan pengalaman menggunakan aplikasi yang lebih baik, serta adanya informasi transaksi yang lebih rinci.
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Capizzi, Riley, Melissa Fisher, Bruno Biagianti, Neelufaer Ghiasi, Ariel Currie, Karrie Fitzpatrick, Nicholas Albertini, and Sophia Vinogradov. "Testing a Novel Web-Based Neurocognitive Battery in the General Community: Validation and Usability Study." Journal of Medical Internet Research 23, no. 5 (May 6, 2021): e25082. http://dx.doi.org/10.2196/25082.

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Background In recent years, there has been increased interest in the development of remote psychological assessments. These platforms increase accessibility and allow clinicians to monitor important health metrics, thereby informing patient-centered treatment. Objective In this study, we report the properties and usability of a new web-based neurocognitive assessment battery and present a normative data set for future use. Methods A total of 781 participants completed a portion of 8 tasks that captured performance in auditory processing, visual-spatial working memory, visual-spatial learning, cognitive flexibility, and emotional processing. A subset of individuals (n=195) completed a 5-question survey measuring the acceptability of the tasks. Results Between 252 and 426 participants completed each task. Younger individuals outperformed their older counterparts in 6 of the 8 tasks. Therefore, central tendency data metrics were presented using 7 different age bins. The broad majority of participants found the tasks interesting and enjoyable and endorsed some interest in playing them at home. Only 1 of 195 individuals endorsed not at all for the statement, “I understood the instructions.” Older individuals were less likely to understand the instructions; however, 72% (49/68) of individuals over the age of 60 years still felt that they mostly or very much understood the instructions. Conclusions Overall, the tasks were found to be widely acceptable to the participants. The use of web-based neurocognitive tasks such as these may increase the ability to deploy precise data-informed interventions to a wider population.
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Aditya, T., D. Laksono, H. Sutanta, N. Izzahudin, and F. Susanta. "A USABILITY EVALUATION OF A 3D MAP DISPLAY FOR PEDESTRIAN NAVIGATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4/W10 (September 12, 2018): 3–10. http://dx.doi.org/10.5194/isprs-archives-xlii-4-w10-3-2018.

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<p><strong>Abstract.</strong> This paper is focused to address the map display usability for finding given POI addresses in a popular urban city area. LOD 1 of 3D representations of city buildings are presented into a 2.5D map for pedestrian navigation test. This 3D map display is evaluated against familiar 2D map system on the test participants’ smartphones. 16 participants were involved in the field test. The typical walking model of a searching task that is focused only to look for a certain address of building is chosen as the way finding model during the field test. Three kinds of navigation processes i.e. self-orientation, spatial knowledge acquisition and navigation decision for searching task were evaluated for each test participant. Usability measures of 3D map-based display over 2D-map based display for pedestrian navigation were collected from test participants’ mobile devices. In addition to that, activities of test participants in terms of acceleration and orientation information are used to support analysis of pattern and trends of test participants. As the testing app is also intended to support smart city application, its ability to provide user report on complaints was also assessed. Most participants agreed with the statements in the questionnaire that were organized into three sections, i.e. addressing participants’ interaction, participants’ responses in navigation processes and crowdsensing. The results suggest that 3D map-based pedestrian navigation is more usable to be used to look for a certain address of building in central tourist area of urban city.</p>
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Katherine, Hackett, Sarah Lehman, Ross Drivers, Matthew Ambrogi, Likhon Gomes, Chiu Tan, and Tania Giovannetti. "SmartPrompt Reminder Application Improves Everyday Task Completion and Reduces Inefficient Behaviors." Innovation in Aging 4, Supplement_1 (December 1, 2020): 801–2. http://dx.doi.org/10.1093/geroni/igaa057.2908.

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Abstract The SmartPrompt phone-based reminder application was designed according to neuropsychological theory and pilot testing to facilitate everyday functioning. A laboratory-based pilot of ten participants with MCI and mild dementia showed significantly greater task completion with significantly fewer checking behaviors when using the SmartPrompt versus a control condition. Younger individuals and those who engaged in more checking behaviors completed more tasks in the control condition, but these relations were not significant when using the SmartPrompt. After 15 minutes of training, caregivers achieved near perfect scores on a SmartPrompt configuration quiz. Participant and caregiver usability ratings were strong, even though participants reported relatively low computer proficiency and neutral/unfavorable attitudes towards technology. Piloting informed modifications of the SmartPrompt to enhance personalization (e.g., customized alarms/rewards) and improved human-computer-interaction for in-home testing. Preliminary in-home test data on individually-owned smartphones and conclusions regarding barriers and facilitators to the effectiveness of the modified SmartPrompt will be discussed.
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Benabid Najjar, A., A. Al-Wabil, M. Hosny, W. Alrashed, and A. Alrubaian. "Usability Evaluation of Optimized Single-Pointer Arabic Keyboards Using Eye Tracking." Advances in Human-Computer Interaction 2021 (March 19, 2021): 1–14. http://dx.doi.org/10.1155/2021/6657155.

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This paper presents the design and usability evaluation of an Arabic keyboard for applications that predominantly use single-pointer input device. Such applications are particularly used in mobile devices like Portable Data Assistants (PDAs) and smartphones. They are also valuable in gaze-controlled interfaces that constitute a growing mode of communication and that particularly empower people with mobility impairments. A special focus is given to the optimization of the key arrangement based on the movement time and character transition frequencies. An optimization model as well as a Simulated Annealing algorithm are presented. Then, the performance of the optimized layout is assessed showing that it outperforms the commonly used Arabic keyboard in terms of the estimated typing speed. However, the main limitation that the new layout might face is that a new arrangement of keys may not be adopted by users, even if the currently used layouts are not optimum. Therefore, a usability evaluation of the optimized layouts was conducted using eye-tracking and task-based testing involving the end-users and considering both objective and subjective measures of usability. Implications for the design are also discussed.
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Eldridge, Alison, Carmen Piernas, Anne-Kathrin Illner, Michael Gibney, Mirjana Gurinović, Jeanne de Vries, and Janet Cade. "Evaluation of New Technology-Based Tools for Dietary Intake Assessment—An ILSI Europe Dietary Intake and Exposure Task Force Evaluation." Nutrients 11, no. 1 (December 28, 2018): 55. http://dx.doi.org/10.3390/nu11010055.

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Background: New technology-based dietary assessment tools, including Web-based programs, mobile applications, and wearable devices, may improve accuracy and reduce costs of dietary data collection and processing. The International Life Sciences Institute (ILSI) Europe Dietary Intake and Exposure Task Force launched this project to evaluate new tools in order to recommend general quality standards for future applications. Methods: A comprehensive literature search identified technology-based dietary assessment tools, including those published in English from 01/2011 to 09/2017, and providing details on tool features, functions and uses. Each of the 43 tools identified (33 for research and 10 designed for consumer use) was rated on 25 attributes. Results: Most of the tools identified (79%) relied on self-reported dietary intakes. Most (91%) used text entry and 33% used digital images to help identify foods. Only 65% had integrated databases for estimating energy or nutrients. Fewer than 50% contained any features of customization and about half generated automatic reports. Most tools reported on usability or reported validity compared with another assessment method (77%). A set of Best Practice Guidelines was developed for reporting dietary assessment tools using new technology. Conclusions: Dietary assessment methods that utilize technology offer many advantages for research and are often preferable to consumers over more traditional methods. In order to meet general quality standards, new technology tools require detailed publications describing tool development, food identification and quantification, customization, outputs, food composition tables used, and usability/validity testing.
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Brata, Komang Candra, and Adam Hendra Brata. "User experience improvement of japanese language mobile learning application through mental model and A/B testing." International Journal of Electrical and Computer Engineering (IJECE) 10, no. 3 (June 1, 2020): 2659. http://dx.doi.org/10.11591/ijece.v10i3.pp2659-2667.

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Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 high-grade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively.
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Hu, Xiao. "Usability Evaluation of E-Dunhuang Cultural Heritage Digital Library." Data and Information Management 2, no. 2 (August 2, 2018): 57–69. http://dx.doi.org/10.2478/dim-2018-0008.

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Abstract Digital libraries have been strategic in preserving and making non-movable cultural heritage information accessible to everyone with network connections. In light of their cultural and historical importance in the ancient “Silk Road,” murals and stone caves in Dunhuang, a remote city in northwest China,have been digitized, and the first batch of digitized visual materials has been made available to the general public through the e-Dunhuang digital library since May 2016. The aim of this study was to systematically evaluate e-Dunhuang from users’ perspectives, through usability testing with nine user tasks in different complexity levels and in-depth interviews with regard to a set of criteria in user experience. The results of quantitative analysis confirmed the overall effectiveness of e-Dunhuang in supporting user task completion and demonstrated significant improvements in several criteria over an earlier panorama collection of Dunhuang caves. The results of qualitative analysis revealed in-depth reasons for why participants felt satisfied with some criteria but had concerns with other criteria. Based on the findings, suggestions are proposed for further improvement in e-Dunhuang. As e-Dunhuang is a representative repository of digitized visual materials of cultural heritage, this study offers insights and empirical findings on user-centered evaluation of cultural heritage digital libraries.
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Peroni, Silvio, David Shotton, and Fabio Vitali. "Tools for the Automatic Generation of Ontology Documentation." International Journal on Semantic Web and Information Systems 9, no. 1 (January 2013): 21–44. http://dx.doi.org/10.4018/jswis.2013010102.

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Ontologies are knowledge constructs essential for creation of the Web of Data. Good documentation is required to permit people to understand ontologies and thus employ them correctly, but this is costly to create by tradition authorship methods, and is thus inefficient to create in this way until an ontology has matured into a stable structure. The authors describe three tools, LODE, Parrot and the OWLDoc-based Ontology Browser, that can be used automatically to create documentation from a well-formed OWL ontology at any stage of its development. They contrast their properties and then report on the authors’ evaluation of their effectiveness and usability, determined by two task-based user testing sessions.
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Jahn, Michelle, Brian Porter, Himalaya Patel, Alan Zillich, Steven Simon, and Alissa Russ. "Usability Assessment of Secure Messaging for Clinical Document Sharing between Health Care Providers and Patients." Applied Clinical Informatics 09, no. 02 (April 2018): 467–77. http://dx.doi.org/10.1055/s-0038-1660521.

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Background Web-based patient portals feature secure messaging systems that enable health care providers and patients to communicate information. However, little is known about the usability of these systems for clinical document sharing. Objective This article evaluates the usability of a secure messaging system for providers and patients in terms of its ability to support sharing of electronic clinical documents. Methods We conducted usability testing with providers and patients in a human–computer interaction laboratory at a Midwestern U.S. hospital. Providers sent a medication list document to a fictitious patient via secure messaging. Separately, patients retrieved the clinical document from a secure message and returned it to a fictitious provider. We collected use errors, task completion, task time, and satisfaction. Results Twenty-nine individuals participated: 19 providers (6 physicians, 6 registered nurses, and 7 pharmacists) and 10 patients. Among providers, 11 (58%) attached and sent the clinical document via secure messaging without requiring assistance, in a median (range) of 4.5 (1.8–12.7) minutes. No patients completed tasks without moderator assistance. Patients accessed the secure messaging system within 3.6 (1.2–15.0) minutes; retrieved the clinical document within 0.8 (0.5–5.7) minutes; and sent the attached clinical document in 6.3 (1.5–18.1) minutes. Although median satisfaction ratings were high, with 5.8 for providers and 6.0 for patients (scale, 0–7), we identified 36 different use errors. Physicians and pharmacists requested additional features to support care coordination via health information technology, while nurses requested features to support efficiency for their tasks. Conclusion This study examined the usability of clinical document sharing, a key feature of many secure messaging systems. Our results highlight similarities and differences between provider and patient end-user groups, which can inform secure messaging design to improve learnability and efficiency. The observations suggest recommendations for improving the technical aspects of secure messaging for clinical document sharing.
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Levinson, Anthony J., John Bousfield, William Douglas, Stephanie Ayers, and Richard Sztramko. "A Novel Educational Prescription Web-Based Application to Support Education for Caregivers of People Living With Dementia: Development and Usability Study With Clinicians." JMIR Human Factors 7, no. 4 (December 4, 2020): e23904. http://dx.doi.org/10.2196/23904.

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Background It is estimated that 564,000 Canadians are currently living with dementia and there are approximately 486,000 to 1.1 million informal family/friend caregivers. Family/friend caregivers often receive little to no education or training about dementia but are expected to provide ongoing support for a complex condition. Web-based family/friend caregiver interventions may be helpful, but little is known about how best to implement them. Objective The objectives of this study were to 1) design and develop a novel education prescription application to help scale and spread web-based dementia education to family/friend caregivers, 2) conduct user testing, and 3) conduct a larger-scale field trial. Methods A novel education prescription web-based application was designed and developed. Initial user testing used task completion and the “think aloud” technique with a small sample of representative clinicians who work with people living with dementia and family/friend caregivers. Following iterative incorporation of feedback, a larger field trial was conducted with a convenience sample of clinicians. Account invitations were sent to 55 clinicians and, following a 2-month trial period, surveys were administered to participants including the System Usability Scale and the Net Promoter Score. Results During the initial user testing phase, participants (N=7) from representative disciplines easily completed associated tasks, and had very positive feedback with respect to the usability of the application. The System Usability Scale score during this phase was 91.4. Suggestions from feedback were incorporated into the application. During the larger field trial phase, participants (total N=55; activated account n=17; did not activate account n=38) were given access to the iGeriCare education prescription application. During this period, 2 participants created educational prescriptions; a total of 3 educational prescriptions were sent. Survey completers who did not activate their account (n=5) identified that their lack of use was due to time constraints, competing priorities, or forgetting to use the application. Survey completers who activated their account (n=5) identified their lower use was due to lack of time, lack of eligible family/friend caregivers during trial period, and competing priorities due to the COVID-19 pandemic. The System Usability Scale score during this phase was 78.75, and the Net Promoter Score was 50. Conclusions Study findings indicate a generally positive response for the usability of a web-based application for clinicians to prescribe dementia education to family/friend caregivers. The dissonance between the promising data and widespread enthusiasm for the design and purpose of the education prescription application found in the initial user testing phase and subsequent lack of significant adoption in the field trial represents both an important lesson for other novel health technologies and a potential area for further investigation. Further research is required to better understand factors associated with implementation of this type of intervention and impact on dissemination of education to family/friend caregivers.
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Verma, Chaman, Zoltán Illés, Veronika Stoffová, and Viktória Bakonyi. "Opinion Prediction of Hungarian Students for Real-Time E-Learning Systems: A Futuristic Sustainable Technology-Based Solution." Sustainability 12, no. 16 (August 6, 2020): 6321. http://dx.doi.org/10.3390/su12166321.

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This work is a new step towards the understanding of students’ opinions about the use of technology in learning and improvements to provide sustainable E-learning solutions. Every higher educational university tries to provide well-suited, updated, and trending technology-based education facilities to its students. The task of analyzing the student’s sentiment about technology delivers benefits not only to ICT administrators, but also to management to become aware of the technological concerns. The opinions of Hungarian university students were analyzed using the regression method. We investigated 165 primary samples supported by the four hypotheses. The reliability of the data sample was calculated as 0.91 with Cronbach alpha testing. The Pearson Momentum Correlation (PMC) proved that the suggested technology benefits had a linear positive association with the student’s opinion. Furthermore, technology usability was positively correlated with the benefits. The supporting results of the regression model evidenced the significant impact of technology usability and benefits on the opinions. Using Exploratory Factor Analysis (EFA), we proposed significant features for the model that predicted students’ opinions using the educational benefit and usability parameters. These parameters statistically significantly predicted student’s opinions: F (2, 162) = 104.9, p < 0.05, R2 = 0.559. This study may be supportive of implementing the opinion mining model online and useful to university authorities to understand better the students’ sentiments about the current technological facilities provided. The authors proposed an opinion mining model to deploy on the university’s real-time “E-lection” sustainable technology.
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Antari, Kadek Widya, Resika Arthana, and Nyoman Sugihartini. "PENGUJIAN USABILITY PADA SISTEM INFORMASI PANGKALAN DATA DOSEN DAN KINERJA DOSEN UNDIKSHA MENGGUNAKAN METODE QUESTIONNAIRE AND FIELD OBSERVATION." Jurnal Pendidikan Teknologi dan Kejuruan 16, no. 1 (January 30, 2019): 65. http://dx.doi.org/10.23887/jptk-undiksha.v16i1.16790.

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Undiksha has several systems incorporated in e-ganesha, including the Lecturer Database Information System (PDD) and the Undiksha Performance System. This system is used for accessibility of lecturer data and for recording lecturer performance in the implementation of Tri Dharma College. The objectives of this study were (1) to determine the level of usability in Lecturer Database Information System and Undiksha Lecturer Performance Using the Questionnaire and Field Observation Method (2) to find out the recommendations of Lecturer Database Information System and Undiksha Lecturer Performance to increase user satisfaction based on results from the research that will be conducted. The variables measured in this study are effectiveness, efficiency, and user satisfaction. With the Field Observation method to measure aspects of Effectiveness and efficiency, the SUS questionnaire was used to measure aspects of user satisfaction. The sample used was 25 respondents of PNS lecturers who were still active. The results of usability testing on the Undiksha PDD system show that (1) the system is still not effective with an average task completion of 64.96%, (2) the system is not efficient because the user is still confused with the PDD Undiksha system (3) the user is not satisfied using the PDD Undiksha system seen from the results of the SUS questionnaire which is 61.6% less than the SUS standard which is 68%. The results of usability testing in the Undiksha Performance system show that (1) the system has not been effective with an average task completion of 60.16%, (2) The system has not been efficient because many users have not been smooth and still confused using the Undiksha Performance system (3) Users not satisfied with using the system seen from the results of SUS which is 61.5%. Recommendations for improvements provided are derived from the results of video analysis using observation sheets on field observation methods, HCI theory and 8 golden rules, and expert tests and expert input have been carried out.
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Zhou, Wei, David Heesom, Panagiotis Georgakis, and Joseph H.M. Tah. "User-centred design for collaborative 4D modelling." Construction Innovation 14, no. 4 (September 30, 2014): 493–517. http://dx.doi.org/10.1108/ci-01-2014-0008.

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Purpose – The purpose of this paper is to clarify the CSCW in collaborative 4D modelling and its user interface (UI)/interaction designs for prototyping. Four-dimensional (4D) modelling technology has potentials to integrate geographically dispersed planners to achieve collaborative construction planning. However, applying this technology in teamwork remains a challenge in computer-supported collaborative work (CSCW). Design/methodology/approach – The research adopted user-centred design (UCD) methodology to investigate a usable 4D collaboration prototype through analysis, design and usability testing. By applying CSCW theories, it first clarified the meaning of 4D CSCW to formulate design propositions as design target. By leveraging UCD theories, subsequently, the first-stage research sought an optimal standalone 4D modelling prototype following a parallel design approach. At the second stage, it further investigated into a collaborative 4D modelling prototype using an iterative design. It adopted collaborative task analysis into the UI/interaction design extension for a collaborative prototype based on results obtained from the first stage. The final usability testing was performed on the collaborative prototype to evaluate the designed CSCW and UI in a controlled geographically dispersed teamwork situation. Findings – The test results and user feedback verified their usability. It also disclosed design weaknesses in collaborators’ awareness and smooth tasks’ transitions for further enhancement. Originality/value – The combination of CSCW and UCD theories is practical for designing collaborative 4D modelling. It can also benefit designs for collaborative modelling in other dimensions like cost analysis, sustainable design, facility management, etc. in building information modelling.
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Quintana, Maria, Peter Anderberg, Johan Sanmartin Berglund, Joakim Frögren, Neus Cano, Selim Cellek, Jufen Zhang, and Maite Garolera. "Feasibility-Usability Study of a Tablet App Adapted Specifically for Persons with Cognitive Impairment—SMART4MD (Support Monitoring and Reminder Technology for Mild Dementia)." International Journal of Environmental Research and Public Health 17, no. 18 (September 18, 2020): 6816. http://dx.doi.org/10.3390/ijerph17186816.

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Population ageing within Europe has major social and economic consequences. One of the most devastating conditions that predominantly affects older people is dementia. The SMART4MD (Support Monitoring and Reminder Technology for Mild Dementia) project aims to develop and test a health application specifically designed for people with mild dementia. The aim of this feasibility study was to evaluate the design of the SMART4MD protocol, including recruitment, screening, baseline examination and data management, and to test the SMART4MD application for functionality and usability before utilization in a full-scale study. The feasibility study tested the protocol and the app in Spain and Sweden. A total of nineteen persons with cognitive impairment, and their informal caregivers, individually performed a task-based usability test of the SMART4MD app model in a clinical environment, followed by four-week testing of the app in the home environment. By employing a user-centered design approach, the SMART4MD application proved to be an adequate and feasible interface for an eHealth intervention. In the final usability test, a score of 81% satisfied users was obtained. The possibility to test the application in all the procedures included in the study generated important information on how to present the technology to the users and how to improve these procedures.
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Nik Mustapa, Nik Ruslawati, and Siti Hajar Natasha Mustapa. "Design and Development of Mobile Application for Academic Reminder System." Journal of Computing Research and Innovation 5, no. 4 (November 2, 2020): 18–26. http://dx.doi.org/10.24191/jcrinn.v5i4.167.

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The Academic Reminde r System is built to help users, which focuses for the students in UiTM Tapah to manage their scheduled class and assignment deadline via their mobile smartphones. The application was built for android - based platform. The user only needs to update their schedule after getting logged into the system and list any important date for their assignment deadline to the system . Then , the system will give an alert to remind the user for the upcoming class and task deadline. The System Development Life Cycle (SDLC) which is the waterfall model has been chosen as the methodology for this project that containing five phases. The result of the discussion shows that Academic Reminder System receives positive feedback through usability testing that has been completed. A total 30 students completed the usability survey and 46.7% of respond ent are strongly agreed that this application meet s their satisfaction with interface, usability, and performance. Future work recommendation for this project is to make a sharing application tool in the system so that the user can simply share the applica tion to their friends . Besides that, the application can engage with new technology, which is using near - field communication (NFC) in the log in page to easier for students log into the system.
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Cavuoto, Lora A., Heamchand Subryan, Matthew Stafford, Zhuolin Yang, Sutanuka Bhattacharjya, Wenyao Xu, and Jeanne Langan. "Understanding User Requirements for the Design of a Home-Based Stroke Rehabilitation System." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1037–41. http://dx.doi.org/10.1177/1541931218621239.

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Limitations following stroke make it one of the leading causes of disability. The current medical pathway provides intensive care in the acute stages, but rehabilitation services are commonly discontinued after one year. While written home exercise programs are regularly prescribed at the time of discharge, compliancy is an issue. The goal of this study was to inform the design of a home-based portable rehabilitation system based on feedback from individuals with stroke and clinicians. A main component under consideration is the type and format of information feedback provided to the user, as this is hypothesized to support compliance with the rehabilitation program. From a series of focus groups and usability testing, a set of design requirements for the hardware and software were constructed. Essential features mentioned for the feedback interface included: task completion time, quality of movement, a selection of exercises, goal tracking, and a display of historical data.
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Argyle, Elizabeth M., Jonathan J. Gourley, Zachary L. Flamig, Tracy Hansen, and Kevin Manross. "Toward a User-Centered Design of a Weather Forecasting Decision-Support Tool." Bulletin of the American Meteorological Society 98, no. 2 (February 1, 2017): 373–82. http://dx.doi.org/10.1175/bams-d-16-0031.1.

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ABSTRACT Hazard Services is a software toolkit that integrates information management, hazard alerting, and communication functions into a single user interface. When complete, National Weather Service forecasters across the United States will use Hazard Services for operational issuance of weather and hydrologic alerts, making the system an instrumental part of the threat management process. As a new decision-support tool, incorporating an understanding of user requirements and behavior is an important part of building a system that is usable, allowing users to perform work-related tasks efficiently and effectively. This paper discusses the Hazard Services system and findings from a usability evaluation with a sample of end users. Usability evaluations are frequently used to support software and website development and can provide feedback on a system’s efficiency of use, effectiveness, and learnability. In the present study, a user-testing evaluation assessed task performance in terms of error rates, error types, response time, and subjective feedback from a questionnaire. A series of design recommendations was developed based on the evaluation’s findings. The recommendations not only further the design of Hazard Services, but they may also inform the designs of other decision-support tools used in weather and hydrologic forecasting. Incorporating usability evaluation into the iterative design of decision-support tools, such as Hazard Services, can improve system efficiency, effectiveness, and user experience.
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Spain, Randall, Jason Saville, Barry Lui, Donia Slack, Edward Hill, John Holloway, Sarah Norswothy, Bradford Mott, and James Lester. "Investigating a Virtual Reality-based Emergency Response Scenario and Intelligent User Interface for First Responders." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 2114–18. http://dx.doi.org/10.1177/1071181320641513.

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Because advances in broadband capabilities will soon allow first responders to access and use many forms of data when responding to emergencies, it is becoming critically important to design heads-up displays to present first responders with information in a manner that does not induce extraneous mental workload or cause undue interaction errors. Virtual reality offers a unique medium for envisioning and testing user interface concepts in a realistic and controlled environment. In this paper, we describe a virtual reality-based emergency response scenario that was designed to support user experience research for evaluating the efficacy of intelligent user interfaces for firefighters. We describe the results of a usability test that captured firefighters’ feedback and reactions to the VR scenario and the prototype intelligent user interface that presented them with task critical information through the VR headset. The paper concludes with lessons learned from our development process and a discussion of plans for future research.
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McIntosh, Catherine A., David Donnelly, and Robert Marr. "Using simulation to iteratively test and re-design a cognitive aid for use in the management of severe local anaesthetic toxicity." BMJ Simulation and Technology Enhanced Learning 4, no. 1 (August 20, 2017): 4–12. http://dx.doi.org/10.1136/bmjstel-2017-000221.

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IntroductionCognitive aids, such as a guideline for the management of severe local anaesthetic (LA) toxicity, are tools designed to help users complete a task. Human factors experts recommend the use of simulation to iteratively test and re-design these tools. The purpose of this study was to apply human factors engineering principles to the testing and iterative re-design of three existing cognitive aids used for the management of severe LA toxicity and to use these data to develop a ‘new’ cognitive aid.MethodsTwenty anaesthetist–anaesthetic assistant pairs were randomised into four groups. Each of the first three groups received one of three different existing cognitive aids during a standardised simulated LA toxicity crisis. Postsimulation semistructured interviews were conducted to identify features beneficial and detrimental to the format and usability of the aid. Synthesis of the interview data with established checklist design recommendations resulted in a prototype aid, which was subjected to further testing and re-design by the fourth group (five more pairs) under the same conditions thus creating the final iteration of the new aid.ResultsFeatures of the new aid included a single-stream flowchart structure, single-sided, large-font design with colour contrast, simplified instructions and no need for calculations. This simplified tool contains only the information users reported as essential for the immediate crisis management.ConclusionsUtilisation of formative usability testing and simulation-based user-centred design resulted in a visually very different cognitive aid and reinforces the importance of designing aids in the context in which they are to be used. Simplified tools may be more appropriate for use in emergencies but more detailed guidelines may be necessary for training, education and development of local standard operating procedures. Iterative simulation-based testing and re-design is likely to be of assistance when developing aids for other crises, and to eliminate design failure as a confounder when investigating the relationship between use of cognitive aids and performance.
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Noviana, Eddy, Otang Kurniaman, and Muhammad Nailul Huda. "PENGEMBANGAN APLIKASI BIMBINGAN TUGAS AKHIR MAHASISWA BERBASIS WEBSITE PADA PROGRAM STUDI PENDIDIKAN GURU SEKOLAH DASAR FKIP UNIVERSITAS RIAU." Primary: Jurnal Pendidikan Guru Sekolah Dasar 7, no. 1 (April 26, 2018): 1. http://dx.doi.org/10.33578/jpfkip.v7i1.5334.

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This research is research of application development of final project of student based on website at Prodi PGSD FKIPUniversitas Riau by using waterfall model. The formulation of the problem in this research are: (1) how the design ofdeveloping the final project application of student based on the website of Prodi PGSD FKIP Universitas Riau? and (2)whether the program designed to assist the final project guidance on Prodi PGSD FKIP University of Riau ?. The purpose ofthis research is (1) to design a system that can assist the process of guidance of final assignment of students to Prodi PGSDFKIP Universitas Riau and (2) to know the response about the use of application of final student task based on the website ofProdi PGSD FKIP Universitas Riau. This research is a development research with waterfall model. Development stage isdone in four stages, namely: (1) stage study of literature; (2) needs analysis phase; (3) application design; and (4)application testing phase and conclusion. The result of the research stated that the application of the final assignment of thestudents based on the website of PGSD Study Program of FKIP Universitas Riau is valid with four references, namely: (1)correctness aspect (truth); (2) reliability (reliability) aspect; (3) integrity; and (4) usability (usage). Based on the results ofeffectiveness test on the students obtained data that the application of the final project-based student guidance websiteincluded in the category of very effective average percentage is 84.89% with very effective category. It is marked by theacquisition: 1) the correctness (truth) of 84.93% with very effective category; 2) reliability (reliability) of 86.37% with veryeffective category; 3) integrity (integration) equal to 86,08% with very effective category; and 4) usability (usage) of 82.17%with very effective category. The average percentage is 84.89% with very effective category. So it can be concluded that theapplication development of final student task based on the website Prodi PGSD FKIP University of Riau has been declaredeffective and has been widely used.
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Almeida, Nora, and Junior Tidal. "Mixed Methods Not Mixed Messages: Improving LibGuides with Student Usability Data." Evidence Based Library and Information Practice 12, no. 4 (December 30, 2017): 62. http://dx.doi.org/10.18438/b8cd4t.

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Abstract Objective – This article describes a mixed methods usability study of research guides created using the LibGuides 2.0 platform conducted in 2016 at an urban, public university library. The goal of the study was to translate user design and learning modality preferences into executable design principles, and ultimately to improve the design and usage of LibGuides at the New York City College of Technology Library. Methods – User-centred design demands that stakeholders participate in each stage of an application’s development and that assumptions about user design preferences are validated through testing. Methods used for this usability study include: a task analysis on paper prototypes with a think aloud protocol (TAP), an advanced scribbling technique modeled on the work of Linek and Tochtermann (2015), and semi-structured interviews. The authors introduce specifics of each protocol in addition to data collection and analysis methods. Results – The authors present quantitative and qualitative student feedback on navigation layouts, terminology, and design elements and discuss concrete institutional and technical measures they will take to implement best practices. Additionally, the authors discuss students’ impressions of multimedia, text-based, and interactive instructional content in relation to specific research scenarios defined during the usability test. Conclusion – The authors translate study findings into best practices that can be incorporated into custom user-centric LibGuide templates and assets. The authors also discuss relevant correlations between students’ learning modality preferences and design feedback, and identify several areas that warrant further research. The authors believe this study will spark a larger discussion about relationships between instructional design, learning modalities, and research guide use contexts.
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Hafiz, Pegah, and Jakob Eyvind Bardram. "The Ubiquitous Cognitive Assessment Tool for Smartwatches: Design, Implementation, and Evaluation Study." JMIR mHealth and uHealth 8, no. 6 (June 1, 2020): e17506. http://dx.doi.org/10.2196/17506.

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Background Cognitive functioning plays a significant role in individuals’ mental health, since fluctuations in memory, attention, and executive functions influence their daily task performance. Existing digital cognitive assessment tools cannot be administered in the wild and their test sets are not brief enough to capture frequent fluctuations throughout the day. The ubiquitous availability of mobile and wearable devices may allow their incorporation into a suitable platform for real-world cognitive assessment. Objective The aims of this study were threefold: (1) to evaluate a smartwatch-based tool for the assessment of cognitive performance, (2) to investigate the usability of this tool, and (3) to understand participants’ perceptions regarding the application of a smartwatch in cognitive assessment. Methods We built the Ubiquitous Cognitive Assessment Tool (UbiCAT) on a smartwatch-based platform. UbiCAT implements three cognitive tests—an Arrow test, a Letter test, and a Color test—adapted from the two-choice reaction-time, N-back, and Stroop tests, respectively. These tests were designed together with domain experts. We evaluated the UbiCAT test measures against standard computer-based tests with 21 healthy adults by applying statistical analyses significant at the 95% level. Usability testing for each UbiCAT app was performed using the Mobile App Rating Scale (MARS) questionnaire. The NASA-TLX (Task Load Index) questionnaire was used to measure cognitive workload during the N-back test. Participants rated perceived discomfort of wearing a smartwatch during the tests using a 7-point Likert scale. Upon finishing the experiment, an interview was conducted with each participant. The interviews were transcribed and semantic analysis was performed to group the findings. Results Pearson correlation analysis between the total correct responses obtained from the UbiCAT and the computer-based tests revealed a significant strong correlation (r=.78, P<.001). One-way analysis of variance (ANOVA) showed a significant effect of the N-back difficulty level on the participants' performance measures. The study also demonstrated usability ratings above 4 out of 5 in terms of aesthetics, functionality, and information. Low discomfort (<3 out of 7) was reported by our participants after using the UbiCAT. Seven themes were extracted from the transcripts of the interviews conducted with our participants. Conclusions UbiCAT is a smartwatch-based tool that assesses three key cognitive domains. Usability ratings showed that participants were engaged with the UbiCAT tests and did not feel any discomfort. The majority of the participants were interested in using the UbiCAT, although some preferred computer-based tests, which might be due to the widespread use of personal computers. The UbiCAT can be administered in the wild with mentally ill patients to assess their attention, working memory, and executive function.
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Domańska, Barbara, Stijn Vansant, and Irina Mountian. "A Companion App to Support Rheumatology Patients Treated with Certolizumab Pegol: Results From a Usability Study." JMIR Formative Research 4, no. 7 (July 27, 2020): e17373. http://dx.doi.org/10.2196/17373.

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Background Certolizumab pegol (CZP) is an anti-tumor necrosis factor drug approved for the treatment of multiple moderate to severe chronic inflammatory diseases. In the European Union, CZP is approved for administration by subcutaneous self-injection using a prefilled syringe, prefilled pen, or reusable electromechanical auto-injector (electronic device). CimplyMe is a companion app for use alongside CZP self-injection devices, designed to support CZP-treated patients self-managing their treatment and disease. Objective This study aimed to validate the usability of the companion app by demonstrating that tasks required for use can be performed successfully by intended end users. Methods We recruited 15 patients with moderate to severe rheumatoid arthritis, currently prescribed biologic treatment, and using apps on a smart phone. Patients were assessed on their ability to use the companion app in a setting designed to simulate a location where patients regularly administer biologic treatment. To assess the usability of the key features of the app, 8 critical and 3 noncritical tasks were designed. Patients’ success on each task was recorded through observations or knowledge-based questions. Successes with difficulty and use errors were also recorded. If a patient made a use error at the first attempt, a second attempt was allowed. Second-attempt use errors were recorded as a task failure. Results A total of 207 first attempts at the 14 components of the 8 critical tasks were evaluated (3 patients failed to complete one component); 178 (86.0%) critical tasks were successfully completed at the first attempt. The remaining first attempts comprised 16 (7.7%) successes with difficulty and 13 (6.3%) use errors, which had to be repeated. One critical task was not re-attempted by one patient due to time constraints; however, there were no use errors in the 12 completed second attempts. A total of 107 first attempts at the 3 noncritical tasks were made, all of which (107/107, 100.0%) were completed without use errors. Conclusions In simulated testing, patients were able to successfully use the companion app without formal training. This study suggests the companion app is easy to use and could help patients prescribed CZP better manage their treatment and disease.
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Ade, Nilesh, Noor Quddus, Trent Parker, and S. Camille Peres. "ProBot – A Procedure Chatbot for Digital Procedural Adherence." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 224–28. http://dx.doi.org/10.1177/1071181320641054.

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One of the major implications of Industry 4.0 will be the application of digital procedures in process industries. Digital procedures are procedures that are accessed through a smart gadget such as a tablet or a phone. However, like paper-based procedures their usability is limited by their access. The issue of accessibility is magnified in tasks such as loading a hopper car with plastic pellets wherein the operators typically place the procedure at a safe distance from the worksite. This drawback can be tackled in the case of digital procedures using artificial intelligence-based voice enabled conversational agent (chatbot). As a part of this study, we have developed a chatbot for assisting digital procedure adherence. The chatbot is trained using the possible set of queries from the operator and text from the digital procedures through deep learning and provides responses using natural language generation. The testing of the chatbot is performed using a simulated conversation with an operator performing the task of loading a hopper car.
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