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Authentication Melee: A Usability Analysis of Seven Web Authentication SystemsRuoti, Scott 01 April 2015 (has links) (PDF)
Passwords continue to dominate the authentication landscape in spite of numerous proposals to replace them. Even though usability is a key factor in replacing passwords, very few alternatives have been subjected to formal usability studies and even fewer have been analyzed using a standard metric. We report the results of four within-subjects usability studies for seven web authentication systems. These systems span federated, smartphone, paper tokens, and email-based approaches. Our results indicate that participants prefer single sign-on systems. We utilize the Systems Usability Scale (SUS) as a standard metric for empirical analysis and find that it produces reliable, replicable results. SUS proves to be an accurate measure of baseline usability and we recommend that going forward all new authentication proposals be required to meet a minimum SUS score before being accepted by the security community. Our usability studies also gather insightful information from participants' qualitative responses: we find that transparency increases usability but also leads to confusion and a lack of trust, participants prefer single sign-on but wish to augment it with site-specific low-entropy passwords, and participants are intrigued by biometrics and phone-based authentication.
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The Usability Testing of the Web Accessible Population Pharmacokinetics Service- HemophiliaBarghash, Islam 11 1900 (has links)
Hemophilia is a genetic disorder that is caused by deficiencies in coagulation factor VIII and factor IX. Optimal management of hemophilia requires tailoring the dose of treatment to the individual patient’s need. This tailoring is based on several clinical considerations, for example, bleeding phenotype and desired level of activity, and estimated individual pharmacokinetic (PK) parameters. While a classical PK approach would require several post infusion blood samples taken over multiple days, a population PK approach might enable individual assessment using fewer samples. Health information technologies can support implementation of sophisticated, easily available, point-of care resources to estimate PK values with a population approach. The Web Accessible Population Pharmacokinetic Service-Hemophilia (WAPPS-Hemo) is a proposal for such a solution, developed at McMaster University. Once tested, it will be offered to hemophilia centres worldwide.
The objective of the study was to investigate the ease of use (usability) of the WAPPS-Hemo web interface among clinicians and other people who treat hemophilia through two iterative cycles of usability testing.
The total number of participants was 13, and they were physicians, nurses and research coordinators. The think aloud technique was selected for testing to gain feedback and comments on the participants’ thought processes while interacting with the system and discover interface design problems. Additionally, the System Usability Scale (SUS) questionnaire was used to obtain data on user satisfaction.
The initial assessment of the prototypal WAPPS-Hemo interface with SUS reported a score of 70.5, which is considered an above average score. We received many useful suggestions through two iterations of user testing, ending with a final SUS score of 73 after implementation of the suggested improvements. Verbal feedback from users in the second round showed that users experienced an easier and more intuitive interaction with the system.
Usability testing and analyses were conducted in this study to discover user interface issues and to determine the usability and learnability of the WAPPS-Hemo service among various potential users. Through iterative cycles, application of the think aloud technique, and the SUS questionnaire, we optimized the usability of the WAPPS- Hemo program and have moved to implementation (June 2015). / Thesis / Master of Science (MSc)
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Webbapplikation för FMEA : med en System Usability Scale undersökningForsberg, Johan January 2024 (has links)
För att bli mer konkurrenskraftiga tillverkare är det viktigt att ha en fabrik som har en hög tillgänglighet. Ett effektivt sätt att uppnå detta är genom att implementera Failure Mode and Effects Analysis (FMEA). Syftet med projektet är att skapa en applikation som hanterar FMEA på ett mer användarvänligt sätt samt sparar informationen i en databas. Informationen ska sedan kunna presenteras på ett överskådligt sätt i en dashboard. Applikationen kommer utvecklas i Node.js med Express som framwork. För att lagra informationen används PostgreSQL databas. För att validera att applikationen är mer användarvänlig än nuvarande system kommer ett experiment med en faktor med två behandlingar användas. Det som ska jämföras är det befintliga systemet och applikationen. Detta sker med System Usability Scale (SUS) samt med T-tester. Målet är att nå ett SUS resultat på 68 och att applikationen är statistiskt bevisad bättre med hjälp av T-tester. Resultatet av SUS blev att det befintliga systemet fick 38,0 SUS-poäng och applikationen 75,9 poäng. / To become more competitive, it is crucial to have a factory with high availability. An effective way to achieve this is by implementing Failure Mode and Effects Analysis (FMEA). By creating an application that handles FMEA in a more user-friendly manner and saves the information in a database. The information should then be presented in an easy-to-understand manner in a dashboard. The application will be developed in Node.js with Express as the framework. PostgreSQL database will be used to store the information. To validate that the application is more user-friendly, an experiment with one factor and two treatments will be used. What will be compared is the existing system and the application. This will be done with the System Usability Scale (SUS) and T-tests. The goal is to achieve a SUS result of 68 and that the application is statistically proven better with the help of T-tests. The result of SUS was that the existing system received 38.0 SUS points and the application 75.9 points.
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Undersökning av användbarheten hos ett tidsrapporteringssystemAbdulkadir, Hassan Bisri January 2022 (has links)
I vår vardag kommer vi som användare i kontakt med en massa olika gränssnitt, därför är det av stor vikt att de fungerar bra och har tydliga instruktioner för hur de ska användas, alltså att de har en god användbarhet. Via den ökade digitaliseringen så har folk idag möjligheten att göra arbete eller utbildning på distans, vilket är något som har varit till stor hjälp den senaste tiden under covidpandemin. Då arbete och utbildning på distans har blivit vanligare, så är det av viktigt att vi har möjligheten att kunna utföra användbarhetstester på distans. Syftet med detta arbete är att undersöka användarbarheten hos tidsrapporteringssystemet Tidig samt att jämföra olika testverktyg för att se vilket verktyg som bäst passar för framtida användbarhetstester på Tidig. Testerna kommer vara av typen URUT (Unmoderated Remote Usability Testing) vilket betyder att användbarhetstester är obevakade och görs på distans för en enklare insamling av data, det insamlade datat förväntas ge en bättre bild av användbarheten hos tidsrapporteringssystemet för framtida förbättringsarbete samt vilket verktyg som bör användas vid framtida användbarhetstester. Resultat av användbarhetstesterna pekar på att tidsrapporteringssystemet Tidig har en hög användbarhet. Deltagarna under användbarhetstesternas gång hade inga svårighet att lösa de allra flesta uppgifterna. Frågorna som ställdes visade att deltagarna var nöjda med systemet men önskar att små förbättringar görs på vissa delar av tidsrapporteringssystemet. Jämförelsen av verktygen visar att det verktyg som bäst passar för framtida användbarhetstester på Tidig är testverktyget Loop11. Loop11 erbjuder en mängd olika funktioner för att samla in kvantitativt och kvalitativt data, testverktyget ger även statistik på uppgifter, frågor och de enkäter som finns med i användbarhetstesterna. / In our everyday life, we as users encounter many different interfaces, therefore it is of great importance that they work well and have clear instructions for how to use them, i.e., that they have a good usability. Through the increased digitization, people today can work or study remotely, which is something that has been of great help recently during the covid pandemic. Since remote work and education has become common, it is important that we can also do our usability tests remotely. The purpose of this work is to investigate the usability of the time reporting system Tidig and to compare different test tools to see which tool is best suited for future usability tests on Tidig. The tests will be of the type URUT (Unmoderated Remote Usability Testing), which means that usability tests are unmoderated and done remotely for easier data collection. With the given data the result is expected to give a better picture of the usability of time reporting systems for future improvement work as well as which tool should be used in future usability tests. The results of the usability tests have shown that the time reporting system Tidig has a high usability. During the usability tests, the participants did not have a major difficulty in solving most of the tasks. The questions that were asked showed that the participants were satisfied with the system but would like small improvements to be made on certain parts of the time reporting system. The comparison of the tools shows that the tool best suited for future usability tests on Tidig is the Loop11 test tool. Loop11 offers a variety of functions to collect quantitative and qualitative data, the test tool also provides statistics on tasks, questions and the questionnaires.
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Informationssystem anpassade för nöjesparker utifrån säsongsanställdas perspektiv; En studie av användbarhetLindholm, Fredrik January 2023 (has links)
Inom organisationer och företag har IT-stöd blivit allt viktigare för organisationens konkurrenskraftighet och för att upprätthålla effektiva processer. En viktig aspekt i utvecklingen av IT-system är användbarhet. Denna studie utgick från frågeställningen “Hur väl fungerar managementsystem på nöjesparker utifrån säsongsanställdas perspektiv?”. Tidigare studier utförda på nöjesparker har inte analyserat managementsystem utan istället fokuserat på hur arbetsgivare kan motivera de anställda att arbeta vidare inom nöjesparken och vilka aspekter som är viktiga för att uppnå detta. Denna studie belyser användbarheten och förbättringsåtgärderna av de managementsystem som används av de säsongsanställda inom Parks and Resorts Scandinavia, som driver nöjesparkerna Furuvik, Gröna Lund, Kolmårdens Djurpark och Skara Sommarland. Koncernen använder sig idag av två olika managementsystem som är inköpta av två olika företag. I denna studie analyserades de olika systemen separat utifrån användbarhet och förbättringsåtgärder för respektive system. Till denna studie valdes en kvantitativ metod och en enkät skickades ut till personer som varit säsongsanställda under 2022 inom koncernen. Enkäten skickades ut till 5173 personer som varit säsongsanställda inom koncernen 2022 och för att mäta användbarheten användes System Usability Scale (SUS) av Brook (1996). Resultatet av studien visade att systemen fick ett SUS betyg på 73,34 respektive 72,77, vilket ansågs som ett relativt bra resultat för användbarheten. Resultatet visade även en trend att de yngre säsongsanställda jämfört med de äldre säsongsanställda, gav systemen ett högre betyg för användbarheten och att de båda systemen hade högre användbarhet på mobiltelefoner med operativsystemet iOS än andra plattformar. Beträffande förbättringsåtgärderna av systemen fanns det förslag från de säsongsanställda att schemat ska vara mer lättåtkomligt, att systemen ska vara lättare att navigera i och att informationen ska vara mer relevant för säsongsanställda. Resultatet av denna studie ger ny kunskap kring användbarhet av managementsystem som används inom nöjesparker och hur de kan anpassas utifrån de säsongsanställdas behov. / Within organizations and companies, IT support has become increasingly important for the organization's competitiveness and for maintaining efficient processes. An important aspect in the development of IT systems is usability. This study was based on the question "How well do management systems work at amusement parks from the perspective of seasonal employees?". Previous studies carried out on amusement parks have not analyzed management systems but instead focused on how employers can motivate employees to continue working within the theme park and which aspects are important to achieve this. This study highlights the usability and improvement measures of the management systems used by the seasonal employees within Parks and Resorts Scandinavia, which operates the amusement parks Furuvik, Gröna Lund, Kolmårdens Djurpark and Skara Sommarland. The group currently uses two different management systems that are purchased from two different companies. In this study, the different systems were analyzed separately based on usability and improvement measures for each system. A quantitative method was chosen for this study and a questionnaire was sent out to people who were seasonally employed during 2022 within the group. The questionnaire was sent out to 5173 people who had been seasonally employed within the group in 2022 and to measure usability the System Usability Scale (SUS) by Brook (1996) was used. The results of the study showed that the systems received a SUS rating of 73.34 and 72.77, respectively, which was considered a relatively good result for usability. The result also showed a trend that the younger seasonal employees, compared to the older seasonal employees, gave the systems a higher rating for usability and that both systems had higher usability on mobile phones with the iOS operating system than other platforms. Regarding the measures to improve the systems, there were suggestions from the seasonal employees that the schedule should be more easily accessible, that the systems should be easier to navigate, and that the information should be more relevant for seasonal employees. The results of this study provide new knowledge about the usability of management systems used in amusement parks and how they can be adapted based on the needs of the seasonal employees.
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Lara : en skattjakt med mobil datorförstärkt verklighet / Lara : a mobile augmented reality treasure huntHedström, Anton, Ragnarsson, Patrik January 2011 (has links)
Prestandan i dagens mobiltelefoner har ökat på senare tid. Därmed har det blivit aktuellt med förstärkt verklighet i mobilapplikationer. Det här arbetet har undersökt hur förstärkt verklighet används i mobilapplikationer för att framhäva en plats. Genom att använda förstärkt verklighet blir det möjligt att tillföra information till den verkliga platsen. I syfte att applicera förstärkt verklighet har vi utvecklat Lara. Lara är en prototyp av ett spel i form av en virtuell skattjakt som utspelar sig på Campus Valla i Linköping. Den evolutionära prototypen har testats av fyra personer som efter testet svarat på frågor angående användbarheten. Resultatet från testerna visade att användbarheten var god. Testerna visade även att det finns intresse att utöka Lara med både server och editor. Arbetet visade att presentationen av förstärkt verklighet har stor betydelse för hur påtaglig upplevelsen blir. / The performance of mobile phones have increased recently. Thus, it has become relevant with augmented reality in mobile applications. This work has examined how augmented reality is used in mobile applications to focus on a location. By using augmented reality you will be able to add information to a place. In order to apply augmented reality, we have developed Lara. Lara is a prototype of a game in the form of a virtual treasure hunt that takes place at Campus Valla in Linköping.The evolutionary prototype has been tested by four people who afterwards answered questions about usability. Results of the tests showed that the usability was good. The tests also showed that there is interest to expand Lara with both server and editor. The work showed that the presentation of augmented reality have significant impact on how real the experience becomes.
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Εγκυροποίηση και διερεύνηση του ερωτηματολογίου System Usability Scale στο πλαίσιο των συστημάτων διαχείρισης της μάθησηςΟρφανού, Κωνσταντίνα 25 May 2015 (has links)
Στην παρούσα εργασία μελετάται η αποτίμηση της ευχρηστίας στο πλαίσιο των συστημάτων διαχείρισης της μάθησης (Learning Management Systems - LMS). Σκοπός της έρευνας που διεξάγεται είναι η εγκυροποίηση του ερωτηματολογίου System Usability Scale (SUS) (Brooke, 1996), ως εργαλείο αποτίμησης της ευχρηστίας, στο πλαίσιο αυτό. Επιπλέον στόχος της εργασίας είναι η εγκυροποίηση της ελληνικής μετάφρασης του ερωτηματολογίου SUS, όπως αυτή δημιουργήθηκε από τους Katsanos, Tselios and Xenos (2012), και τέλος διερευνώνται τα αποτελέσματα του SUS σε σχέση με διάφορους παράγοντες, π.χ. φύλο, ηλικία, κ.ά. Για την επίτευξη των στόχων πραγματοποιήθηκαν 11 μελέτες στις οποίες συμμετείχαν συνολικά 771 φοιτητές του Πανεπιστημίου Πατρών. Οι συμμετέχοντες αξιολόγησαν την ευχρηστία των συστημάτων eClass και Moodle που χρησιμοποιούνται στο πλαίσιο μαθημάτων του προγράμματος σπουδών τους, συμπληρώνοντας ένα ανώνυμο ερωτηματολόγιο το οποίο συμπεριλάμβανε το ερωτηματολόγιο SUS. Από την ανάλυση των δεδομένων που συλλέχθηκαν, προέκυψε ότι το ερωτηματολόγιο SUS φαίνεται να είναι ένα έγκυρο εργαλείο αποτίμησης ευχρηστίας για τα συστήματα διαχείρισης της μάθησης. Η ελληνική έκδοση του ερωτηματολογίου επιβεβαιώθηκε ως κατάλληλη για την αξιολόγηση της ευχρηστίας των LMS από φοιτητές που μιλούν ελληνικά. Τέλος, επιβεβαιώθηκαν ευρήματα προηγούμενων μελετών (Tullis & Stetson, 2004; Bangor, Kortum & Miller, 2008; Kobsa, Sonawalla, Tsudik, Uzun, & Wang, 2009; Granića & Ćukušić, 2011; Sauro, 2011a; Kortum & Bangor, 2013), και βρέθηκαν κάποιες επιπλέον συσχετίσεις των αποτελεσμάτων του ερωτηματολογίου SUS με τους παράγοντες: αυτοαποτελεσματικότητα για το Διαδίκτυο, στάση προς το Διαδίκτυο ως μαθησιακό εργαλείο και συχνότητα χρήσης του LMS. / In this paper we study the evaluation of usability in the context of management learning (Learning Management Systems - LMS). The purpose of the survey conducted is the validation of the questionnaire System Usability Scale (SUS) (Brooke, 1996), a tool for assessment of usability, in this context. Additional aim of this work is the validation of the Greek translation of the questionnaire SUS, as created by Katsanos, Tselios and Xenos (2012), and then the investigation of the effects of SUS in relation to various factors, eg gender, age, etc. To achieve the objectives 11 studies were held involving a total of 771 students of the University of Patras. Participants evaluated the usability of systems eClass and Moodle, which are used within the course curriculum, by completing an anonymous questionnaire, which included the SUS. From the analysis of the data collected it was showed that the SUS questionnaire appears to be a valid usability assessment tool for learning management systems. The Greek version of the questionnaire was confirmed as suitable for evaluating the usability of LMS by students who speak Greek. Finally, findings of previous studies were confirmed (Tullis & Stetson, 2004; Bangor, Kortum & Miller, 2008; Kobsa, Sonawalla, Tsudik, Uzun, & Wang, 2009; Granića & Ćukušić, 2011; Sauro, 2011a; Kortum & Bangor, 2013), and some additional correlations between the SUS score and three factors were found: self-efficacy on the Internet, attitude towards the Internet as a learning tool and frequency of use of LMS.
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System Usability : a case study at the County Council of Blekinge / System Användarvänlighet : en fallstudie på Landstinget BlekingeLarsen, Åse, Mantzakanis, Tove January 2003 (has links)
The human factor constitutes a major element in the interaction with computers and computer systems. Responding to cognitive, social and organisational issues, the user of a system becomes an important part in system design, which earlier was paid very little attention to. These are the basics in the field of Human Computer Interaction (HCI) developed in order to enhance computer system usability. The theoretical framework applied our thesis is thus based on the principles of Human Computer Interaction. This thesis includes a case study at the e-commerce project at the County Council of Blekinge. We have chosen to focus on system development, technical and organisational approach within the e-commerce project. Our research is based on project documentation, literature and interviews with users of the system. The conclusion of our thesis shows that system usability is achieved within the system development and organisational approach. Within the technical approach verification of system usability cannot be made. / Den mänskliga faktorn utgör ett viktigt element vid interaktionen mellan datorer och datorsystem. Sett utifrån ett kognitivt, socialt och organisatoriskt perspektiv utgör användarna därför en mycket viktig del av system design, vilket tidigare inte alltid uppmärksammats. Detta är grunden i Human Computer Interaction HCI, en vetenskap som har vuxit fram för att förbättra system användarvänlighet. I vår rapport har vi baserat vårt teoretiska ramverk på principer från HCI. Vår uppsats inkluderar en fallstudie av ett e-handelsprojekt som drivs av Landstinget Blekinge. Vi har studerat hur man involverat användarna i projektet och systemets implementering från ett systemutvecklings, tekniskt samt organisatoriskt perspektiv. Vår undersökning är baserad på projektdokumentation, litteratur och intervjuer av projektledare samt systemets användare. Vår slutsats visar att man genom projektet uppnått användarvänlighet från ett systemutvecklings samt organisatoriskt perspektiv. Användarvänlighet från ett tekniskt perspektiv kan däremot inte verifieras.
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Assessment and Improvement of Initial Learnability in Complex Systems : A Qualitative Study to Promote Intuitive Software DevelopmentAndersson, Jonatan January 2016 (has links)
This Master’s Thesis aimed to assess and propose improvements for initial learnability in Sectra AB’s Picture Archiving Communication System (PACS) by integrating usability engineering and agile software development. Assessing initial learnability and re-designing complex systems is difficult as they have a high skill cap and take longer time to learn in comparison to simpler ones. Further, companies that use agile methodologies often focus on completing small items which might hide the overarching vision of a product that can lead to usability problems. While there are several methods for assessing usability, no research has specifically focused on assessing initial learnability in complex systems. This study however investigates how this may be achieved by combining current methodologies for measuring learnability with usability engineering and agile software development. Initial learnability issues and needs were assessed after evaluating Sectra PACS using 5 participants and analysed using impact mapping as well as conducting a focus group within the organisation that owns the product.
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The Usage of Augmented Reality for an Instructional TaskKenneth Deangelo Jay Jr (9755459) 14 December 2020 (has links)
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<p>Approximately 60% of lean manufacturing systems result in failure (Pearce & Pons,
2019). The failures are attributed to a lack of understanding of lean principles and a lack
of commitment by employees (Almanei, Salonitis, & Tsinopoulos, 2018). The study
hypothesized that incorporating augmented reality (AR) into the processes, would
improve the overall success rate. An AR proof of concept was conducted using the
Toshiba dynaEdge AR100 (Dynabook, 2019). The question that guided the proof of
concept was, “how did instructional task times compare between AR instruction’s and
paper instruction’s?” The literature review provided findings that the incorporation of AR
contributing to a 33% decrease in fabrication cycle times (Segovia et al., 2015). The
literature review also provided findings that AR incorporation worked best for complex
assembly tasks (Capozzi, Lorizzo, Modoni, & Sacco, 2014). The study utilized 20
subjects, which were split evenly into two groups for each set of instructions. The 20
individuals were timed, and the data was analyzed using a two-sample t-test and a Cohen’s
d effect size analysis. The AR system’s perceived usability was also analyzed through the
use of a system usability scale (SUS). The study’s findings for the t-test and the effect size
analysis did not support the previously stated hypothesis. However, the AR system was
determined to be useful, based off of the SUS findings. The study provides future
researchers a starting point for AR related studies and an understanding of what to avoid.
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