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Journal articles on the topic 'Usability guidelines'

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1

Juristo, Natalia, Ana Moreno, and Maria-Isabel Sanchez-Segura. "Guidelines for Eliciting Usability Functionalities." IEEE Transactions on Software Engineering 33, no. 11 (2007): 744–58. http://dx.doi.org/10.1109/tse.2007.70741.

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Costabile, M. F., and M. Matera. "Guidelines for hypermedia usability inspection." IEEE Multimedia 8, no. 1 (2001): 66–69. http://dx.doi.org/10.1109/93.923955.

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Aljunid, Shariffah Syazwana, Nurhizam Safie bin Mohd Satar, and Rozilawati Razali. "USABILITY GUIDELINES FOR DESIGNING M-HEALTH CLINICAL CODING AND GROUPING APPLICATION." Malaysian Journal of Public Health Medicine 23, no. 2 (2023): 350–58. http://dx.doi.org/10.37268/mjphm/vol.23/no.2/art.2275.

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The rapid progression of technology has led to web-based e-Health systems migrating to mobile device systems known as m-Health apps. Past researchers gave guidelines on the general e-Health, but the usability guidelines for m-Health apps were lacking. General guidelines are challenging to refer to when developing mobile apps with specific domains and complex functionalities. However, the absence of specific m-Health guidelines has made it challenging to design a quality and suitable app if it follows the general guidelines. Hence, specific usability guidelines for specific domains and complex
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Rusdi, Rasyiqah, Noraidah Sahari@Ashaari, and Siti Fadzilah Mat Noor. "Usability Guidelines for Elderly Website Interface." Asia-Pacific Journal of Information Technology & Multimedia 06, no. 02 (2017): 109–22. http://dx.doi.org/10.17576/apjitm-2017-0602-10.

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Hanna, Libby, Kirsten Risden, and Kirsten Alexander. "Guidelines for usability testing with children." Interactions 4, no. 5 (1997): 9–14. http://dx.doi.org/10.1145/264044.264045.

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., Fourcan Karim Mazumder. "USABILITY GUIDELINES FOR USABLE USER INTERFACE." International Journal of Research in Engineering and Technology 03, no. 09 (2014): 79–82. http://dx.doi.org/10.15623/ijret.2014.0309011.

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Tekmen, Fatih, and Ozgun Tanriover. "Website usability evaluation with quickly applicable guidelines: An assessment of a government website." Global Journal of Computer Sciences: Theory and Research 7, no. 1 (2017): 8–16. http://dx.doi.org/10.18844/gjcs.v7i1.2692.

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In this paper, an initial set of guidelines, rated as highly important by experts, is assessed in order to deduce a subset of quickly applicable ones. The widely accepted guidelines published by the U.S. Department of Health and Human Services is considered as an initial superset. Then an evaluation of a governmental website is done with the established subset and findings of the application process are discussed. In order to quickly improve the usability of websites in terms of design and aesthetics, quickly applicable guidelines may be helpful.
 Keywords: Usability, usability guidelines
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Nasr, Eman, Wafaa Alsaggaf, and Doaa Sinnari. "Developing Usability Guidelines for mHealth Applications (UGmHA)." Multimodal Technologies and Interaction 7, no. 3 (2023): 26. http://dx.doi.org/10.3390/mti7030026.

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Mobile health (mHealth) is a branch of electronic health (eHealth) technology that provides healthcare services using smartphones and wearable devices. However, most mHealth applications were developed without applying mHealth specialized usability guidelines. Although many researchers have used various guidelines to design and evaluate mHealth applications, these guidelines have certain limitations. First, some of them are general guidelines. Second, others are specified for mHealth applications; however, they only cover a few features of mHealth applications. Third, some of them did not cons
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Chin, Sylvia Ping-Ping, Eric Tsui, and Chien-Sing Lee. "Enhancing learning effectiveness by adopting a knowledge-based usability guidelines." VINE Journal of Information and Knowledge Management Systems 46, no. 1 (2016): 123–52. http://dx.doi.org/10.1108/vjikms-02-2014-0015.

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Purpose – Guidelines for the design of knowledge-based e-learning usability systems are absent from the current recognized set of usability design heuristics and from an established evaluation methodology of e-learning system developments. Such systems can help Web designers and instructional designers design for different user needs and decide which properties are of a higher priority, thus meriting more design and development efforts. The authors aim to help students develop higher-order thinking skills, such as application, evaluation and syntheses of knowledge. Design/methodology/approach
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Scowen, Greg, and Holger Regenbrecht. "Increased Popularity Through Compliance with Usability Guidelines in E-Learning Web Sites." International Journal of Information Technology and Web Engineering 4, no. 3 (2009): 38–57. http://dx.doi.org/10.4018/jitwe.2009100603.

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This article identifies and measures correlations between compliance with usability guidelines and the popularity of a Web site. A sample of e-learning Web sites was reviewed and their usability scored using a Web-based evaluation system developed during the study. This usability score was then tested against five different ranking systems using Spearman’s Rank correlation. The results of these tests show a strong correlation between compliance with usability guidelines and Web site popularity. The five ranking systems also showed positive correlations to each-other and to the usability of the
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Reaux, Ray A., and Robert C. Williges. "Effects of Level of Abstraction and Presentation Media on Usability of User-System Interface Guidelines." Proceedings of the Human Factors Society Annual Meeting 32, no. 5 (1988): 330–34. http://dx.doi.org/10.1177/154193128803200520.

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User-system interface (USI) guidelines are emerging as a tool for user interface design. The roles of levels of abstraction (concrete and abstract) and of guideline presentation medium (hard copy or on-line) on detection of USI guidelines violations in user-system interface evaluation were investigated. Overall, less than 50% of the guideline violations were detected by software engineers. Abstract guideline violations were more difficult to detect than concrete guideline violations, and on-line presentation resulted in relatively higher guideline usage during evaluation than hard copy present
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Ferreira, Bruna Raíssa Santos, Sandra Souza Rodrigues, and Patrícia A. Jaques. "Usability guidelines for children's educational mobile applications." RENOTE 21, no. 1 (2023): 311–20. http://dx.doi.org/10.22456/1679-1916.134359.

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The increasing demand for educational applications has led to a competitive market for mobile devices, resulting in an increased supply of these products. This situation has raised concerns regarding the appropriateness of these applications in terms of usability and educational features. In light of this, the objective of this research was to analyze and contribute to the development of mobile applications targeting preschool-age children. The snowballing technique was employed, along with a questionnaire directed at parents and guardians of children who use mobile applications. Through this
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Song, Ji-Won. "Usability Design Guidelines for Multiple Device Interaction." Archives of Design Research 29, no. 2 (2016): 109. http://dx.doi.org/10.15187/adr.2016.05.29.2.109.

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Aleixo, Carlos, Miguel Nunes, and Pedro Isaias. "Usability and Digital Inclusion: Standards and Guidelines." International Journal of Public Administration 35, no. 3 (2012): 221–39. http://dx.doi.org/10.1080/01900692.2011.646568.

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Møller, Margrethe H. "Usability Testing of User Manuals." Communication & Language at Work 2, no. 2 (2013): 51. http://dx.doi.org/10.7146/claw.v1i2.7892.

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Many guidelines and several standards exist for the development of good user manuals. But even though technical writers comply with all guidelines, problems will typically arise when users apply the manual in practice. Therefore, it is useful to have real users test the manual before it is published. This article discusses user tests in the form of think-aloud tests, with examples from the research project ”User Manuals for older adults”.
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Prime, Matthew Stewart, Chaohui Guo, and Francoise Blanchard. "The evaluation of a digital solution to improve the implementation of NCCN guidelines." Journal of Clinical Oncology 39, no. 15_suppl (2021): e13542-e13542. http://dx.doi.org/10.1200/jco.2021.39.15_suppl.e13542.

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e13542 Background: NCCN Clinical Practice Guidelines in Oncology (NCCN Guidelines) are the most commonly used guidelines in the US and globally, and aim to improve and facilitate quality, effective, efficient and accessible cancer care. The guidelines are constantly updated, as such, the number, scope, length and detail have continuously increased, which has placed challenges for clinicians to remain up to date. Solutions are highly needed to improve the usability and implementation of the NCCN Guidelines. The NAVIFY Guidelines application was developed to provide digitised NCCN Guidelines, to
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Iqbal, M. Waseem, Khlood Shinan, Shahid Rafique Shahid Rafique, Abdullah Alourani, M. Usman Ashraf, and Nor Zairah Ab Rahim. "Usability and optimization of online apps in user’s context." PeerJ Computer Science 10 (December 24, 2024): e2561. https://doi.org/10.7717/peerj-cs.2561.

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The OptiFlow framework introduces a novel approach for enhancing usability evaluation and optimization known as OptiFlow. This framework combines heuristic evaluation with a web-based platform to provide a comprehensive method for assessing and optimizing user experiences in online applications. The architecture of OptiFlow incorporates key components, including the user, website, web service, and library, enabling seamless interaction and data exchange. A set of 240 usability guidelines, derived from a multidisciplinary expert collaboration, are systematically categorized into 15 usability ca
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Smith, Daniel, Jasmine Granados, and Joel Suss. "Evaluating the Comprehensiveness of VR PLAY Guidelines Using Elder Scrolls: Skyrim VR." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (2019): 2287–91. http://dx.doi.org/10.1177/1071181319631164.

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Heuristic evaluation is a useful tool for non-usability experts to evaluate their product for usability and produce lists of guidelines for product designers to avoid usability problems early in the development process. However, Nielsen’s 10 original us ability heuristics (Nielsen, 1990) only showed to help users find slightly over 50% of the usability problems found by experts. This highlights the need for domain-specific heuristic lists. An example of one of these domain-specific lists is VR PLAY (Desurvire & Kreminski, 2018), a heuristic list to help virtual-reality game developers eval
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Hoehle, Hartmut, Ruba Aljafari, and Viswanath Venkatesh. "Leveraging Microsoft׳s mobile usability guidelines: Conceptualizing and developing scales for mobile application usability." International Journal of Human-Computer Studies 89 (May 2016): 35–53. http://dx.doi.org/10.1016/j.ijhcs.2016.02.001.

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Schell, David A. "Usability Testing of Screen Design: Beyond Standards, Principles, and Guidelines." Proceedings of the Human Factors Society Annual Meeting 30, no. 12 (1986): 1212–15. http://dx.doi.org/10.1177/154193128603001217.

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Developers are encouraged to adhere to standards and follow principles and guidelines when designing screens. Each has its place and its limitations in designing screens. Because of the limited research behind current standards and because each product involves many considerations, just applying today's standards, principles, and guidelines does not guarantee good screen design. Designers should also test screen design with users in a usability test laboratory. This paper discusses the importance of conducting laboratory usability testing. It focuses on the role of usability testing in the pro
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Magylaitė, Kristina, Kęstutis Kapočius, Rimantas Butleris, and Lina Čeponienė. "Towards High Usability in Gamified Systems: A Systematic Review of Key Concepts and Approaches." Applied Sciences 12, no. 16 (2022): 8188. http://dx.doi.org/10.3390/app12168188.

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Gamification is widely used in various domains as it helps increase user motivation and engagement. Therefore, it is important to ensure that the gamified system meets usability requirements and conforms to user experience and human-centred design guidelines, as poor usability may lead to undesired side-effects, such as a loss of user retention. Unfortunately, it is not entirely clear what usability guidelines are related to gamified systems and how they depend on the gamification target audience and on the gamified system application domain. This paper provides a systematic review of usabilit
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Ogawa, Katsuhiko, and Shun-ichi Yonemura. "Usability Analysis of Design Guideline Database in Human-Computer Interface Design." Proceedings of the Human Factors Society Annual Meeting 36, no. 4 (1992): 433–37. http://dx.doi.org/10.1177/154193129203600436.

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Human-computer interface design guidelines are useful for developing well designed interfaces but the designer must be able to access the guideline appropriate to the application. Research is conducted to understand how designers access design guideline databases and then methods are tested to improve the usability of the databases. A design guideline database of approximately 300 guidelines is developed using a hypermedia approach. The system employs a book metaphor interface to characters and graphics in a Japanese environment. The subjects of the usability analysis are software designers wh
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Mohamad Sofian, Nadiah, Ahmad Sobri Hashim, and Wan Fatimah Wan Ahmad. "Usability Guidelines for Designing Mobile Apps User Interface for Children with Autism: a Systematic Literature Review." International Journal of Engineering & Technology 7, no. 4.19 (2018): 282–88. http://dx.doi.org/10.14419/ijet.v7i4.19.22070.

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In the recent years major advancement in technologies that support the children that have been diagnosed with the autism. The increasing number of application is to enhance their ability in communication, understanding, and interface with others. There are over 200 mobile applications for autistic children that can be found in the current market. However, these mobile applications did not use standard guidelines which cause some difficulties to use and learn by the autistic children. This is because of the lack of usability guidelines for mobile application which are relatively unexplored and
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Ormeño, Yeshica Isela, Jose Ignacio Panach, Nelly Condori-Fernández, and Óscar Pastor. "A Proposal to Elicit Usability Requirements within a Model-Driven Development Environment." International Journal of Information System Modeling and Design 5, no. 4 (2014): 1–21. http://dx.doi.org/10.4018/ijismd.2014100101.

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Nowadays there are sound Model-Driven Development (MDD) methods that deal with functional requirements, but in general, usability is not considered from the early stages of the development. Analysts that work with MDD implement usability features manually once the code has been generated. This manual implementation contradicts the MDD paradigm and it may involve much rework. This paper proposes a method to elicit usability requirements at early stages of the software development process such a way non-experts at usability can use it. The approach consists of organizing several interface design
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Abts, Natalie A., Stephanie A. McNicol, and Russell J. Branaghan. "Guidelines for Mobile Health Applications." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 8, no. 1 (2019): 197–200. http://dx.doi.org/10.1177/2327857919081050.

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Mobile health (mHealth) is a fast-growing industry that facilitates the management of healthcare by both patients and healthcare providers (Zapata, et al, 2015). The growing popularity of this platform and general lack of regulatory oversight has led to wide variation in adherence to sound human factors and usability principles. Thus, a set of guiding criteria would help developers streamline their processes through standardization. As part of a project referred to as the Xcertia Guidelines, a workgroup of industry experts and stakeholders developed guidelines for incorporating usability princ
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Usman, Dani. "Desain dan Implementasi Interaksi Pengemudi Kendaraan Pada Car Connected Application Radio2.0." Ramatekno 1, no. 2 (2021): 53–62. http://dx.doi.org/10.61713/jrt.v1i2.22.

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 Penelitian ini bertujuan untuk mendapatkan tingkat usability dan user experience (UX) serta permaslahan interaksi yang dialami pengguna Car Connected Application Radio 2.0 (CCAR2.0). Penelitian menggunakan dua metode analisis untuk mendapatkan tingkat usability. Pertama analisis tingkat usability menggunakan pengujian skenario kepada 24 responden dalam menggunakan CCAR2.0 untuk mengukur aspek usability yaitu aspek efektivitas, efisiensi dan kepuasan pengguna. Tingkat usability juga ditentukan dengan metode Guideline Checking dengan berpatokan kepada Suggested Human Factors
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Badkook, Noha, Doaa Sinnari, and Abeer Almakky. "Developing Comprehensive e-Game Design Guidelines to Support Children with Language Delay: A Step-by-Step Approach with Initial Validation." Multimodal Technologies and Interaction 9, no. 7 (2025): 68. https://doi.org/10.3390/mti9070068.

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e-Games have become increasingly important in supporting the development of children with language delays. However, most existing educational games were not designed using usability guidelines tailored to the specific needs of this group. While various general and game-specific guidelines exist, they often have limitations. Some are too broad, others only address limited features of e-Games, and many fail to consider needs relevant to children with speech and language challenges. Therefore, this paper introduced a new collection of usability guidelines, called eGLD (e-Game for Language Delay),
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Protzko, Shandra. "Web Usability Policies/Standards/Guidelines (PSGs) do not Influence Practices at ARL Academic Libraries." Evidence Based Library and Information Practice 4, no. 4 (2009): 67. http://dx.doi.org/10.18438/b89p6q.

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A Review of:
 Chen, Yu-Hui, Carol Anne Germain and Huahai Yang. “An Exploration into the Practices of Library Web Usability in ARL Academic Libraries.” Journal of the American Society for Information Science and Technology 60.5 (2009): 953-68.
 
 Objective – To survey the current status of Web usability Policies/Standards/Guidelines (PSGs) found in academic libraries of the Association of Research Libraries (ARL). Researchers sought to investigate whether PSGs are in place, the levels of difficulty surrounding implementation, the impact of PSGs on design, testing, and resource a
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Pieterse, Hein, and Helene Gelderblom. "Guidelines for Error Message Design." International Journal of Technology and Human Interaction 14, no. 1 (2018): 80–98. http://dx.doi.org/10.4018/ijthi.2018010105.

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The presented study aims to develop a set of guidelines for error message design. A large amount of research is available in the literature on the topic of warning design. The same is not true for error messages. Although some research exists, the design of error messages is not covered to the same extent as warning design. To address this lack of research, a set of guidelines for error message design was developed from the literature regarding error message design, as well as from warning design theory. These guidelines were then evaluated through two usability studies (a heuristic evaluation
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Capra, Miranda G. "Comparing Usability Problem Identification and Description by Practitioners and Students." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 51, no. 5 (2007): 474–77. http://dx.doi.org/10.1177/154193120705100510.

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Many studies of usability studies count the number of usability problems identified to measure the effectiveness of an evaluation. However, communicating problems is also important to evaluation effectiveness, because a problem found but poorly explained may not be fixed. This study compared lists of usability problems from 21 practitioners and 23 students watching a pre-recorded usability session. Lists were evaluated for the number of problems reported, and for following six guidelines for describing usability problems: be clear and avoid jargon, describe problem severity, provide backing da
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Hatsek, Avner, Yuval Shahar, Meirav Taieb-Maimon, Erez Shalom, Denis Klimov, and Eitan Lunenfeld. "A Scalable Architecture for Incremental Specification and Maintenance of Procedural and Declarative Clinical Decision-Support Knowledge." Open Medical Informatics Journal 4, no. 1 (2010): 255–77. http://dx.doi.org/10.2174/1874431101004010255.

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Clinical guidelines have been shown to improve the quality of medical care and to reduce its costs. However, most guidelines exist in a free-text representation and, without automation, are not sufficiently accessible to clinicians at the point of care. A prerequisite for automated guideline application is a machine-comprehensible representation of the guidelines. In this study, we designed and implemented a scalable architecture to support medical experts and knowledge engineers in specifying and maintaining the procedural and declarative aspects of clinical guideline knowledge, resulting in
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Newton, Sydney, Sarah Yale, John Gosbee, and Matthew Scanlon. "Evaluation of a High-Risk Clinical Guideline through implementation of Usability Evaluation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (2021): 1357–61. http://dx.doi.org/10.1177/1071181321651097.

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This paper des cribes the use of heuristic evaluation on a clinical guideline for the treatmentof diabetic ketoacidosis, a medical emergency. After an hour of instruction, two novices tousability testing applied a heuristic tool revealing numerous usability issues in the dom ainsof metaphor, organization, typology and layout. When compared to Nielsen’s principles ofheuristics, the findings identified multiple sources of potential error. A dditionally, thispaper demonstrates that novices to usability testing can perform effective heuristicevaluation with limited training and the use of a heuris
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Aguirre, Diego Fernando, and Iván Abadía. "Review of accessibility and usability guidelines for website design for the elderly people." Sistemas y Telemática 15, no. 42 (2017): 9–29. http://dx.doi.org/10.18046/syt.v15i42.2537.

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By 2050, the growth of the elderly population in Colombia is estimated at 10% and thus a greater demand for special services (such as health services) for the elderly. This justifies the exploration of digital health content as an important source of information for this population. The accessibility and usability guidelines for website design –e.g., TAW and WACG– do not have specific guidelines to mitigate the motor, cognitive or visual disabilities characteristic of aging, which become a barrier for this group to consult necessary information for administrative processes that involve health.
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Garcia-Lopez, Eva, Antonio Garcia-Cabot, Luis de-Marcos, and António Moreira-Teixeira. "An Experiment to Discover Usability Guidelines for Designing Mobile Tourist Apps." Wireless Communications and Mobile Computing 2021 (March 6, 2021): 1–12. http://dx.doi.org/10.1155/2021/2824632.

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Tourist apps can be very useful for sightseeing, and this is one of the reasons that makes them so numerous in app stores. Good usability can make the difference when choosing an app, from the user’s point of view, so this study is aimed at analyzing and discovering common usability issues in apps for tourism. This paper presents a research study with two objectives: analyzing the most common usability problems in mobile apps for tourism and proposing recommendations for improving the usability of those apps. The research process firstly identifies the main functionalities that tourist guides
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Lim, Hye Won, Hye Seung Kim, Hyun Kyung Kim, and Ah Young Kim. "UX Usability Study to Improve NFT Marketplace Platform Usability: Focusing on UPbit experienced and inexperienced users among early marketplace users." Korea Institute of Design Research Society 8, no. 3 (2023): 67–77. http://dx.doi.org/10.46248/kidrs.2023.3.67.

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Financial services are changing due to the development of Information and Communication Technology (ICT), of which the NFT platform is drawing attention from 2030. MZ generations have less resistance to NFT transactions due to their experience in investing in virtual currency, but there is a problem that they lack understanding of the concept. In order to solve this problem, it is necessary to find difficulties and problems in using the service and to help improve usability by presenting improvement plans. As a research method, hypotheses were established for those with experience and no exper
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Sajid, Amna, Muhammad Zafar Ullah, Basit Shahzad, Aaqib Adeel, and Naveed Ahmad. "Usability Evaluation of Facebook and Instagram by Visually Impaired People." Vol 4 Issue 4 4, no. 4 (2022): 157–71. http://dx.doi.org/10.33411/ijist/2022040405.

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Introduction/Importance of Study: Social networking websites have become the main medium for communication, information sharing, entertainment, buying/selling, and various other purposes. People of every age use social networking websites, and their usage is increasing daily, especially in current circumstances. People with different abilities also used social networking websites, but each set of users had their requirements forusing these websites. Visually impaired people use computers and the web with the help of screen reading tools e. g.; jaws, NVDA. Screen reading tools read a web page s
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Ashraf, Mahmood, Rabia Shakir, Mohammad Abrar, Muhammad Tahir, and Thabit Sabbah. "Physicality & Usability Guidelines to Overcome the Interaction Complexities." Indian Journal of Science and Technology 11, no. 23 (2018): 1–22. http://dx.doi.org/10.17485/ijst/2018/v11i23/123205.

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Jung, Sungbae, Sunwoo Yuk, Ki-Won Choi, and Sangsoo Park. "Development and Test Application of Guidelines for Evaluating the Usability of Artificial Foot Products." Society for Standards Certification and Safety 14, no. 2 (2024): 1–10. http://dx.doi.org/10.34139/jscs.2024.14.2.1.

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Artificial foot is an assistive device worn by calf or thigh amputees to enable walking. Orthotic prosthesis including artificial foot are internationally classified as medical devices, but in Korea, they are still classified as assistive devices for the disabled rather than medical devices. All medical devices under the the Ministry of Food and Drug Safety regulation are required to conform to the international standard IEC 62366-1 since 2021. However, prosthetic orthotic products such as artificial foot are not classified as medical devices, so their usability test requirement has not yet be
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Kim, Young Chan, and Moon Seok Kim. "Research on UI/UX improvement of subtitle service app : Proposal to improve usability of ‘Eeojum’, an automatic subtitle generation app for the hearing impaired." Korea Institute of Design Research Society 9, no. 3 (2024): 486–95. http://dx.doi.org/10.46248/kidrs.2024.3.486.

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This study aims to improve users' video content accessibility, usability, and aesthetic satisfaction by analyzing the UI/UX of <Eeojum>, an app that provides an automatic subtitle creation service for the hearing impaired, in terms of functionality and usability. To this end, we conducted preliminary research on automatic subtitle generation apps, analyzed the environment and actual conditions of mobile use by hearing impaired people, and analyzed domestic and international app accessibility policies and public institution UI design guidelines. Based on this, we looked at the UI/UX chara
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Smith, Connor J., Rebecca M. Jungbauer, and Annette M. Totten. "Visual Evidence: Increasing Usability of Systematic Reviews in Health Systems Guidelines Development." Applied Clinical Informatics 10, no. 04 (2019): 743–50. http://dx.doi.org/10.1055/s-0039-1697595.

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Abstract Background Integration of evidence from systematic reviews is an essential step in the development of clinical guidelines. The current practice for reporting uses a static structure that does not allow for dynamic investigation. A need exists for an alternate reporting modality to facilitate dynamic visualization of results to match different end-users' queries. Objectives We developed a dynamic visualization of data from a systematic review using the commercial product Tableau and assessed its potential to permit customized inquiries. Methods Data were selected and extracted from a p
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Agboola, Taofeek, Job Adegede, and John Jacob. "Balancing Usability and Security in Secure System Design: A Comprehensive Study on Principles, Implementation, and Impact on Usability." International Journal of Computing Sciences Research 8 (January 1, 2024): 2995–3009. https://doi.org/10.25147/ijcsr.2017.001.1.199.

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Purpose-The purpose of this study is to provide a comprehensive analysis of the principles and implementation strategies of secure system design, emphasizing the critical balance between security and usability. This study aims to uncover how usability impacts the effectiveness of secure systems, exploring the human-centric approach to security. This research offers insights for organizations to develop systems that ensure robust security while providing a seamless, intuitive user experience. Method-This study employs an extensive review of existing literature on secure system design principles
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Deng, Yulin, James Shirley, Tyler Rose, et al. "Development of a Usability and Functionality Assessment Tool for Riding Lawn Equipment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 2015–19. http://dx.doi.org/10.1177/1541931213601981.

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Riding lawn equipment (RLE) is a common household appliance. Methods are needed for systematic evaluation of RLEs in order to promote usability and safety for users. Current RLE research and guidelines were used as a basis for developing a new tool for scoring modern RLEs in terms of a range of design features. In this paper, we outline the development and application of the riding lawn equipment evaluation tool (RLEval) for measuring and reporting RLE conformance with existing ISO and ANSI safety, usability, and functionality standards. Additionally, recommendations are made for RLE guideline
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Still, Jeremiah D., Ashley Cain, and David Schuster. "Human-centered authentication guidelines." Information & Computer Security 25, no. 4 (2017): 437–53. http://dx.doi.org/10.1108/ics-04-2016-0034.

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Purpose Despite the widespread use of authentication schemes and the rapid emergence of novel authentication schemes, a general set of domain-specific guidelines has not yet been developed. This paper aims to present and explain a list of human-centered guidelines for developing usable authentication schemes. Design/methodology/approach The guidelines stem from research findings within the fields of psychology, human–computer interaction and information/computer science. Findings Instead of viewing users as the inevitable weak point in the authentication process, this study proposes that authe
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Zakaria, Norulwidad, Abdul Rasid Jamian, and Ariff Mohamad. "METHODOLOGY FOR DEVELOPING GUIDELINES ON TEACHING NOVELS IN MALAYSIA." International Journal of Education Humanities and Social Science 07, no. 03 (2024): 35–45. http://dx.doi.org/10.54922/ijehss.2024.0690.

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This article highlights a methodology for developing teaching guidelines for Malay language teachers in Malaysia. The methodology emphasises three crucial phases: (1) the needs analysis phase, (2) the design and development phase, and (3) the usability evaluation phase. The implications of this methodology are that (1) the guidelines can contribute to the formulation of educational policies, (2) the guidelines can facilitate the design and development of products based on expert consensus, and (3) the usability of existing guidelines can be assessed and updated for implementation. Generally, t
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Patel, Swapnesh C., Colin G. Drury, and Prasad Prabhu. "Design and Usability Evaluation of Work Control Documentation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 17 (1993): 1156–60. http://dx.doi.org/10.1177/154193129303701707.

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The present study develops a methodology for design and usability evaluation of work control documentation for aircraft inspection based on the application of human factors research in the areas of information design and aircraft inspection. A taxonomy for design of usable documentation was developed using four basic categories: Information Readability; Information Content; Information Organization; and Physical Handling and Environmental Factors. Within the framework of this taxonomy the existing work control documentation for two extreme representative conditions of aircraft inspection tasks
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Kohli, Ankita, Chunying Zhao, and Jun Kong. "Automatic Usability Evaluation of Mobile Web Pages with XML." International Journal of Handheld Computing Research 4, no. 3 (2013): 19–40. http://dx.doi.org/10.4018/jhcr.2013070102.

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Recently, mobile browsing on the World Wide Web is growing rapidly. The growth has created a surge in the number of Web pages designed for mobile devices. To increase the usability of mobile browsing, the Mobile Web Best Practices have been proposed to guide the development of mobile-friendly Web pages. In this paper, the mobileOK checker, a free service provided by W3C, is used to automatically inspect the conformance of 46 popular mobile Web sites to the Mobile Web Best Practices. We analyze the evaluation results and provide suggestions for improving the design of mobile Web sites. In mobil
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Han, So Ra, Young Bin Jung, Chang hwi Kim, Lee Bin Jeong, Se Young Lee, and Sung Joo Cho. "A Study on the Improvement of Usability through ATM User Research: Focused on the ATM of Major Bank in Gumi City." Korea Institute of Design Research Society 8, no. 4 (2023): 51–63. http://dx.doi.org/10.46248/kidrs.2023.4.51.

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With the development of information and communication technology, the use of smart banking, a non-face-to-face financial business processing system, is expanding. However, the elderly who have difficulty using smart devices or users who have anxiety about using online banking visit the bank in person, make deposits and withdrawals through employees, or solve banking business by using ATMs. In this way, it aims to present interface guidelines for useful ATMs that can appropriately use cash and electronic payment methods according to the situation. This study conducted usability tests, SUS evalu
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Brown, Janetta, and Hyung Nam Kim. "Usability Evaluation of Alzheimer’s mHealth Applications for Caregivers." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 503–7. http://dx.doi.org/10.1177/1541931218621115.

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As the sixth leading cause of death within the United States, Alzheimer’s disease affects over 15 million caregivers administering home-based care for loved ones having this illness. The rise in advocacy for mobile health (mHealth) applications (apps) to facilitate chronic disease management presents a tremendous platform for Alzheimer’s caregivers to utilize mHealth apps while administering care. Although mHealth apps serve as potential healthcare interventions, little is known regarding their usability. This study will advance knowledge on the apps’ usability and provide user-centered design
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Taing, Kimnenh, Sigrid Reiter, Virak Han, and Pierre Leclercq. "Bioclimatic Design Guidelines for Design Decision Support to Enhance Residential Building Thermal Performance in Tropical Regions." Sustainability 17, no. 4 (2025): 1591. https://doi.org/10.3390/su17041591.

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With the rise of building thermal comfort issues, the Bioclimatic Design Guideline for Cambodia (BDGC) has been developed to help architects make informed decisions during their design process to achieve maximum thermal comfort with minimum energy consumption. This paper aims to investigate the reliability of this guideline as decision support to enhance residential building thermal performance by using two research approaches: usability tests and calibrated thermal performance simulations based on real buildings monitoring and simulations using DesignBuilder. Five groups of architects and stu
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Adamides, George, Georgios Christou, Christos Katsanos, Michalis Xenos, and Thanasis Hadzilacos. "Usability Guidelines for the Design of Robot Teleoperation: A Taxonomy." IEEE Transactions on Human-Machine Systems 45, no. 2 (2015): 256–62. http://dx.doi.org/10.1109/thms.2014.2371048.

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