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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Usability Engineering of Text Drawing Styles in Augmented Reality User Interfaces

Gabbard, Joseph L. 17 October 2008 (has links)
In the coming years, augmented reality, mobile computing, and related technologies have the potential to completely redefine how we interact with and use computers. No longer will we be bound to desktops and laptops, nor will we be bound to monitors, two-dimensional (2D) screens, and graphical user interface (GUI) backgrounds. Instead we will employ wearable systems to move about and augmented reality displays to overlay 2D and three-dimensional (3D) graphics onto the real world. When the computer graphics and user interface communities evolved from text-based user interfaces to 2D GUIs, many in the field noted the need for “new analyses and metrics“ [Shneiderman et al., 1995]; the same is equally true today as we shift from 2D GUI-based user interfaces and environments, to 3D, stereoscopic virtual (VR) and augmented reality (AR) environments. As we rush to advance the state of technology of AR and its capabilities, we need to advance the processes by which these environments are designed, built, and evaluated. Along these lines, this dissertation provides insight into the processes and products of AR usability evaluation. Despite the fact that this technology fundamentally changes the way we visualize, use, and interact with information, very little HCI work in general, and user-centered design and evaluation in particular, have been done to date specifically in AR [Swan & Gabbard, 2005]. While traditional HCI methods can be successfully applied in AR to determine what information should be presented to the user [Gabbard, 2002], these approaches do not tell us, and what, to date, has not been researched, is how information should be presented to the user. A difficulty in producing effective AR user interfaces (UIs) in outdoor AR settings lies in the wide range of environmental conditions that may be present, and specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In many cases, a carefully designed AR user interface may be easily legible under some lighting and background conditions, and minutes later be totally illegible in others. Since lighting and background conditions may vary from minute to minute in dynamic AR usage contexts, there is a need for basic research to understand the relationship between real-world backgrounds and objects and associated augmenting text drawing styles. This research identifies characteristics of AR text drawing styles that affect legibility on common real-world backgrounds. We present the concept of active text drawing styles that adapt in real-time to changes in the real-world backgrounds. We also present lessons learned on applying traditional usability engineering techniques to outdoor AR application development and propose a modified usability engineering process to support user interface design of novel technologies such as AR. Results of this research provide the following scientific contributions to the field of AR: Empirical evidence regarding effectiveness of various text drawing styles in affording legibility to outdoor AR users. Empirical evidence that real-world backgrounds have an effect on the legibility of text drawing styles. Guidelines to aid AR user interface designers in choosing among various text drawing styles and characteristics of drawing styles produced by the pilot and user-based studies described in this dissertation. Candidate drawing style algorithms to support an active, real-time, AR display system, where sensors interpret real-world backgrounds to determine appropriate values for display drawing style characteristics. Lessons learned on applying traditional usability engineering processes to outdoor AR. A modified usability engineering process to assist developers in identifying effective UI designs vis-à-vis user-based studies. / Ph. D.
52

Comparative Study of Synchronous Remote and Traditional In-Lab Usability Evaluation Methods

Selvaraj, Prakaash V. 28 May 2004 (has links)
Traditional in lab usability evaluation has been used as the 'standard' evaluation method for evaluating and improving usability of software user interfaces (Andre, Williges, & Hartson, 2000). However, traditional in lab evaluation has its drawbacks such as availability of representative end users, high cost of testing and lack of true representation of a user's actual work environment. To counteract these issues various alternative and less expensive usability evaluation methods (UEMs) have been developed over the past decade. One such UEM is the Remote Usability Evaluation method. Remote evaluation is a relatively new area and lacks empirical data to support the approach. The need for empirical support was addressed in this study. The overall purpose of this study was to determine the differences in the effectiveness of the two evaluation types, the remote evaluation approach (SREM) and the traditional evaluation approach, in collecting usability data. This study also compared the effectiveness between the two methods based on user type, usability novice users and usability experienced users. Finally, the hypothesis that users, in general, will prefer the remote evaluation approach of reporting to the traditional in-lab evaluation approach was also tested. Results indicated that, in general, the synchronous remote approach is at least as effective as the traditional in lab usability evaluation approach in collecting usability data across all user types. However, when user type was taken into consideration, it was found that there was a significant difference in the high severity negative critical incident data collected between the two approaches for the novice user group. The traditional approach collected significantly more high severity negative critical incident data than the remote approach. Additionally, results indicate that users tend to be more willing to participate in the same approach as the one they participated previously. Recommendations for usability evaluators for conducting the SREM approach and areas for future research are identified in the study. / Master of Science
53

A Usability Evaluation and Content Analysis of Vizblog: an Online Conversation Discovery Tool

Tauro, Candida 30 May 2008 (has links)
Interested citizens use the Internet for, among other purposes, expressing their opinions and views about political issues and local concerns. There is much expression by citizens in web logs (or blogs). Blogs are a form of individual expression, publicly available and constantly updated. Blog entries may contain a variety of topics of discussion. Two topics are the focus of this thesis: political and local issues. Often blogs are aggregated into regional collections. These aggregated sites are a good source for local and regional discussions. However, because the discussions are only implicitly connected, tools are needed to identify similarity in otherwise individual blog entries. Blog visualizations can help address this problem. We have created a tool, VizBlog that supports the task of local blog discussion discovery. This blog visualization tool visually presents information in a way that helps users identify blog entry clusters of similar content, helps citizens find other citizens opinions, and also helps government officials identify local hot issues. This research seeks to: a) validate the accuracy of the automated similarity classification done by VizBlog; b) evaluate the usability of VizBlog; and c) study the characteristics of local conversations scattered in a series of regional blogs. The results of the evaluation showed that VizBlog did make it easy for users to identify topics of interest from the visualization, in addition to providing insight on ongoing discussion taking place in regional blogs. In addition, the automated similarity computation was validated when compared to classification done by humans. Finally, the thesis discusses the findings of the structure of the regional blogosphere. / Master of Science
54

Usability evaluation of a web-based e-learning application: a study of two evaluation methods

Ssemugabi, Samuel 30 November 2006 (has links)
Despite widespread use of web-based e-learning applications, insufficient attention is paid to their usability. There is a need to conduct evaluation using one or more of the various usability evaluation methods. Given that heuristic evaluation is known to be easy to use and cost effective, this study investigates the extent to which it can identify usability problems in a web-based e-learning application at a tertiary institution. In a comparative case study, heuristic evaluation by experts and survey evaluation among end users (learners) are conducted and the results of the two compared. Following literature studies in e-learning - particularly web-based learning - and usability, the researcher generates an extensive set of criteria/heuristics and uses it in the two evaluations. The object of evaluation is a website for a 3rd year Information Systems course. The findings indicate a high correspondence between the results of the two evaluations, demonstrating that heuristic evaluation is an appropriate, effective and sufficient usability evaluation method, as well as relatively easy to conduct. It identified a high percentage of usability problems. / Computing / M.Sc. (Information Systems)
55

Μέθοδοι και εργαλεία αξιολόγησης ευχρηστίας φορητών εφαρμογών

Φιωτάκης, Γεώργιος 07 July 2009 (has links)
Η παρούσα διατριβή πραγματεύεται το πρόβλημα της αποτελεσματικής αξιολόγησης ευχρηστίας φορητών εφαρμογών. Με τον όρο “φορητές εφαρμογές” περιγράφονται οι ηλεκτρονικές υπηρεσίες που είναι σχεδιασμένες να παρέχονται μέσω φορητών συσκευών και έχουν ως στόχο να βοηθήσουν τον άνθρωπο στις καθημερινές του προσωπικές ή επαγγελματικές δραστηριότητες. Η αλληλεπίδραση ενός χρήστη με μία τέτοια ηλεκτρονική υπηρεσία είναι μια διαδικασία πολύπλοκη που δεν υποστηρίζεται από μία μεμονωμένη εφαρμογή και δεν περιορίζεται πλέον στα στενά όρια ενός γραφείου. Αντίθετα, επιτυγχάνεται με διαμεσολάβηση σύγχρονων και συχνά πολυχρηστικών υπολογιστικών μονάδων (φορητές συσκευές, υπολογιστές) και επιμέρους συσκευών και λαμβάνει χώρα σε διάφορα φυσικά περιβάλλοντα. Σε πολλές περιπτώσεις εμπλέκει περισσότερους από έναν χρήστες οι οποίοι μπορεί να συνεργάζονται είτε εκ του σύνεγγυς είτε εξ αποστάσεως προκειμένου να εκτελέσουν μια εργασία. Η μελέτη αυτής της αλληλεπίδρασης μπορεί να δώσει πολύτιμα συμπεράσματα τόσο για την ευκολία χρήσης των σύγχρονων υπολογιστικών συστημάτων όσο και για τη χρησιμότητά τους και αποτελεί μια σημαντική ερευνητική πρόκληση του επιστημονικού πεδίου Αλληλεπίδρασης Ανθρώπου Υπολογιστή και ιδιαίτερα της Τεχνολογίας Ευχρηστίας. Οι κλασσικές μέθοδοι ευχρηστίας καλούνται να αντιμετωπίσουν την πρόκληση της επιτυχούς αξιολόγησης των φορητών εφαρμογών, δηλαδή της αποτίμησης των χαρακτηριστικών ποιότητάς τους που επηρεάζουν την εμπειρία χρήσης τους. Τόσο τα χαρακτηριστικά των χρησιμοποιούμενων συσκευών όσο και το περιβάλλον χρήσης των εφαρμογών αυτών, τις διαφοροποιούν κατά πολύ από τις εφαρμογές επιτραπέζιου υπολογιστή. Καθώς η διείσδυσή τους στις καθημερινές δραστηριότητες του ανθρώπου είναι ολοένα και αυξανόμενη, η ανάγκη για μεθοδολογίες και εργαλεία που μπορούν να βοηθήσουν την αξιολόγηση της χρήσης τους κρίνεται επιτακτική. Στην παρούσα εργασία καταρχήν περιγράφονται οι κλασσικές μέθοδοι αξιολόγησης υπολογιστικών συστημάτων και στη συνέχεια αξιολογούνται ως προς την επάρκεια των δεδομένων που μπορούν να συλλέξουν και την πληρότητα των αποτελεσμάτων που μπορούν να δώσουν στην περίπτωση χρήσης τους για αξιολόγηση ευχρηστίας φορητών εφαρμογών. Παράλληλα γίνεται επισκόπηση της βιβλιογραφίας που Περίληψη 12 Διδακτορική διατριβή αφορά την αξιολόγηση ευχρηστίας των φορητών εφαρμογών και εξετάζονται τα κυριότερα ζητήματα της μεθόδου αξιολόγησης, περιλαμβάνοντας μεταξύ άλλων την επιλογή του χώρου αξιολόγησης και τα δεδομένα που πρέπει να συλλεγούν και αναλυθούν. Στη συνέχεια προτείνεται η μεθοδολογία αξιολόγησης ευχρηστίας φορητών εφαρμογών MOBELIC (MOBile Evaluation Life Cycle methodology). Η MOBELIC υποστηρίζει την αξιολόγηση ευχρηστίας μιας φορητής εφαρμογής σε όλο τον κύκλο ανάπτυξής της. Αποτελεί συνδυασμό από υπάρχουσες μεθόδους αξιολόγησης λαμβάνοντας όμως υπόψη τη φάση ανάπτυξης στην οποία βρίσκεται η υπό αξιολόγηση φορητή εφαρμογή, την ποιότητα των αποτελεσμάτων που προκύπτουν από κάθε μέθοδο, το χρόνο και τους πόρους που απαιτούνται για τη διεξαγωγή καθεμιάς από αυτές, καθώς και το χρόνο για την ανάλυση των δεδομένων τους και την εξαγωγή πολύτιμων συμπερασμάτων. Η συνεισφορά της μεθοδολογίας MOBELIC έγκειται στο γεγονός ότι βελτιστοποιεί τη διαδικασία αξιολόγησης μιας φορητής εφαρμογής υποστηρίζοντάς την από τις αρχικές φάσεις ανάπτυξης μέχρι τα τελευταία στάδια ολοκλήρωσής της. Προκειμένου να υποστηριχθεί η μεθοδολογία ΜOBELIC, σχεδιάστηκε και αναπτύχθηκε το εργαλείο ActivityLens. Αποτελεί ένα εργαλείο παρατήρησης και ανάλυσης των δεδομένων που συλλέγονται κατά τη διάρκεια μελετών της αλληλεπίδρασης χρηστών με φορητές εφαρμογές. Το εργαλείο παρέχει τη δυνατότητα παρακολούθησης των διακριτών φάσεων ανάπτυξης μιας φορητής εφαρμογής και επιτρέπει τη σύγκριση των προβλημάτων ευχρηστίας που παρατηρούνται σε αυτές, χρησιμοποιώντας κοινό σχήμα κωδικοποίησης των προβλημάτων. Παράλληλα, ενσωματώνοντας κατάλληλα σχεδιασμένες λειτουργίες, βοηθάει τον αναλυτή να απομονώσει συγκεκριμένους τύπους δράσεων που υποδεικνύουν πρόβλημα στη χρήση των εξεταζόμενων εφαρμογών. Τέλος στα πλαίσια της παρούσας διατριβής, εξετάζεται η εφαρμοσιμότητα της προτεινόμενης μεθοδολογίας καθώς και η αποτελεσματικότητα του εργαλείου ανάλυσης, μέσα από μία μελέτη περίπτωσης που περιλαμβάνει τη διενέργεια 3 διακριτών πειραμάτων. Η αξιολόγηση αφορά μία συνεργατική εκπαιδευτική φορητή εφαρμογή προορισμένη να πληροφορεί μαθητές για τα εκθέματα ενός Μουσείου. / This thesis deals with the problem of effective usability evaluation of mobile applications. The term “mobile applications” describes the electronic services that are designed to operate under mobile devices in order to meet the everyday needs of people. There are special characteristics of mobile applications, compared to established desktop applications. Thus, the dynamic context of use and the small size of mediating mobile devices differentiate their use and increase the complexity of their usability evaluation. There are various established methods that have been extensively used in traditional human-computer interaction research in order to evaluate the use of desktop applications. This thesis, firstly examines the suitability of such methods in usability evaluation of mobile applications. The survey indicated that all these methods can be effective. However their application produces different types of data and requires different amount and kind of resources. In the frame of this thesis, MOBELIC, a new methodology for the usability evaluation of mobile applications, is proposed. The goal of MOBELIC is the optimization of evaluation process due to the short life-cycle of mobile applications. It is an effective combination of selected established methods supporting the redesign of a mobile application during its development life-cycle. The main characteristic of this methodology is that it proposes the iterative application of each evaluation method, depending on certain factors, such as the mobile application implementation phase, the quality of the expected method results and the required resources. Subsequently, the design and the implementation of a usability evaluation tool, the ActivityLens, that support the proposed methodology, are described in this thesis. ActivityLens integrates and synchronizes multiple heterogeneous data that describe the interaction of real users with mobile applications. Furthermore, the tool incorporates especially designed mechanisms for annotation and analysis of collected data in order to facilitate usability experts to extract meaningful information. The applicability of the proposed methodology and the effectiveness of the ActivityLens are examined through an extended case study in which the usability of an educational mobile application is evaluated. The case study consists of three discrete experiments including the use of different evaluation methods according to the proposed methodology.
56

Usability evaluation of a web-based e-learning application: a study of two evaluation methods

Ssemugabi, Samuel 30 November 2006 (has links)
Despite widespread use of web-based e-learning applications, insufficient attention is paid to their usability. There is a need to conduct evaluation using one or more of the various usability evaluation methods. Given that heuristic evaluation is known to be easy to use and cost effective, this study investigates the extent to which it can identify usability problems in a web-based e-learning application at a tertiary institution. In a comparative case study, heuristic evaluation by experts and survey evaluation among end users (learners) are conducted and the results of the two compared. Following literature studies in e-learning - particularly web-based learning - and usability, the researcher generates an extensive set of criteria/heuristics and uses it in the two evaluations. The object of evaluation is a website for a 3rd year Information Systems course. The findings indicate a high correspondence between the results of the two evaluations, demonstrating that heuristic evaluation is an appropriate, effective and sufficient usability evaluation method, as well as relatively easy to conduct. It identified a high percentage of usability problems. / Computing / M.Sc. (Information Systems)
57

Computerized decision support system in nursing homes

Fossum, Mariann January 2012 (has links)
The overall aim of this thesis was to study the thinking strategies and clinical reasoning processes of registered nurses (RNs) and to implement and test a computerized decision support system (CDSS) integrated into the electronic health care record (EHR) to improve patient outcomes, i.e. to prevent pressure ulcers (PUs) and malnutrition among residents in nursing homes.  A think-aloud (TA) study with a purposeful sample of RNs (n=30) was conducted to explore their thinking strategies and clinical reasoning (Paper I). A quasi-experimental study with a convenience sample of residents (at baseline, n=491 and at follow-up, n=480) from nursing homes (n=15) allocated into two intervention groups and one control group was carried out in 2007 and 2009 (Paper II). In Paper III residents’ records were reviewed with three instruments. Nursing personnel (n=25) from four nursing homes that had used the CDSS for eight months were interviewed and the CDSS was tested by nursing personnel (n=5) in two usability evaluations (Paper IV). The results showed that the RNs used a variety of thinking strategies and a lack of systematic risk assessment was identified (Paper I). The proportion of malnourished residents decreased significantly in one of the intervention groups after implementing the CDSS, however there were no differences between the groups (Paper II). The CDSS resulted in more complete and comprehensive documentation of PUs and malnutrition (Paper III). The nursing personnel considered ease of use, usefulness and a supportive work environment as the main facilitators of CDSS use in nursing homes. Barriers were lack of training, resistance to using computers and limited integration of the CDSS within the EHR system (Paper IV). In conclusion, the findings support integrating CDSSs into the EHR in nursing homes to support the nursing personnel.
58

Uso de rastreamento do olhar na avaliação da experiência do tele-usuário de aplicações de TV interativa. / Using eye tracking to evaluate the user experience upon interactive television applications.

Giannotto, Eduardo Chimati 16 March 2009 (has links)
A implantação da TV Digital Terrestre no Brasil permite que os usuários da TV aberta, principal fonte de informação e entretenimento do país, tenham acesso aos serviços oferecidos pela TV Interativa (TVi). Estes usuários, que constituem uma grande e heterogênea população composta por indivíduos de diversos graus de instrução, faixas etárias e índices de alfabetização digital, passam a adotar uma atitude muito mais ativa em relação a este meio de comunicação tradicionalmente coletivo e passivo, aumentando a possibilidade de escolha e a oferta de conteúdos personalizados. A TVi se torna possível na forma de aplicações interativas enviadas junto com o conteúdo audiovisual da TV. Neste cenário, o rastreamento do olhar, técnica usada para identificar as posições observadas pelo usuário, se apresenta como uma poderosa ferramenta de análise capaz de identificar comportamentos típicos dos usuários, enquanto produz evidências conclusivas, mensuráveis e repetíveis das atividades observadas durante a interação do usuário com a aplicação. Esta pesquisa explora a utilização da técnica de rastreamento do olhar na avaliação de usabilidade de aplicações de TVi e estuda como o rastreamento do olhar pode ser usado para obter dados sobre a interação com estas aplicações. Para tanto, a literatura sobre rastreamento do olhar é investigada, identificando as técnicas e métodos empregados para obter as posições observadas pelos usuários, assim como o uso destas técnicas em avaliações de usabilidade. Para estudar a utilização do rastreamento de olhar em avaliações de usabilidade no ambiente de uso das aplicações da TVi, são feitas adaptações nos sistemas para coleta de dados do rastreamento de olhar no ambiente de TVi. Em seguida, desenvolve-se um experimento em que as técnicas de rastreamento de olhar são usadas simultaneamente com as técnicas clássicas de avaliação de usabilidade, para avaliação de duas aplicações de TVi. Os procedimentos e o ambiente de teste utilizado são apresentados em detalhes. Os resultados obtidos da realização do experimento com 30 usuários, com ambas as técnicas, são comparados, mostrando as contribuições e limitações do rastreamento do olhar para explicar problemas de usabilidade e identificar comportamentos dos usuários. / The introduction of digital terrestrial TV in Brazil allows users of free TV, the main source of information and entertainment in the country, to have access to services offered by Interactive TV (TVi). These users, who constitute a large and heterogeneous population, composed of individuals of varying degrees of education, age and knowledge of computers, will adopt a more proactive attitude regarding this means of communication traditionally collective and passive, raising the possibility of choice and supply of personalized content. The TVi becomes possible in the form of interactive applications sent together with audiovisual content of TV. In this scenario, the eye tracking, technique used for identifying positions observed by the user, presents itself as a powerful analysis tool with the ability to identify typical behavior of users, while producing conclusive, measurable and repeatable evidence about the activities observed during the interaction of users with applications. This research explores the use of eye tracking technique in the usability evaluation of TVis applications and examines how eye tracking can be used to obtain data about users and applications interaction. Hence, the eye tracking literature is investigated; identifying techniques and methods used to obtain the observed positions by users, and how to use these techniques in the usability evaluation. To study the use of the eye tracking in usability evaluations that took place in the environment of use of TVi\'s applications, changes are made in the systems that collect the eye tracking data on this environment. Then, an experiment in which the eye tracking techniques are used together to the traditional usability evaluation techniques is developed to evaluate two TVi\'s applications. The test procedures and the test environment are presented in details. The experiment results, with 30 users, using traditional and eye tracking evaluation techniques are compared, showing the contributions and limitations of eye tracking to explain usability problems and to identify users behaviors.
59

Usabilidade da interface de dispositivos móveis: heurísticas e diretrizes para o design / Usability of mobile device\'s interface: heuristics and guidelines for the design

Machado Neto, Olibario José 28 May 2013 (has links)
Do ponto de vista do usuário, a interface é uma das partes mais importantes dos sistemas computacionais, porque por meio dela o usuário vê, ouve e sente. Essa relevância motiva pesquisadores da área de Interação Humano-Computador a estudarem maneiras de se criarem interfaces com design focado em usabilidade. A avaliação da usabilidade de interfaces visa verificar se elas atendem aos requisitos do usuário de forma que as funcionalidades do sistema sejam realizadas de modo efetivo, eficiente e que satisfaça as expectativas do usuário. Tendo em vista que o ciclo de desenvolvimento de software costuma ser longo, avaliações da usabilidade de diferentes versões de interfaces devem ser realizadas no decorrer do processo, como forma de minimizar erros e reduzir custos de produção do sistema. Uma das avaliações de usabilidade mais conhecidas é a avaliação heurística, criada por Jacob Nielsen, que se destaca pelo baixo custo e rapidez de aplicação. Nela, especialistas avaliam as interfaces e os diálogos do sistema com base em um conjunto de regras gerais, as heurísticas, que lhes permitem identificar problemas de usabilidade. Apesar de respeitadas e amplamente usadas, as heurísticas de Nielsen foram criadas sem foco em interfaces de dispositivos móveis, muito difundidos atualmente. Por meio deste trabalho, verificou-se que as heurísticas de Nielsen têm limitações para encontrarem problemas de usabilidade em interfaces de dispositivos móveis. Por conta disso, propôs-se um conjunto de heurísticas para avaliação de interfaces de dispositivos móveis e se definiu um conjunto de diretrizes para o desenvolvimento dessas interfaces. A validação das heurísticas propostas indicou que elas foram mais efetivas que as de Nielsen para encontrarem problemas de usabilidade considerados pelos especialistas como catastróficos ou de baixa gravidade / From the users point of view, the interface is one the most important part of computer systems, because everything he sees, hears and feels are contained therein. This relevance motivates researchers of Human-Computer Interaction to study ways to create interfaces with design focused on usability. The usability evaluation of interfaces aims to determine whether the interfaces meet the requirements of the system so that its functionalities are carried out effectively, efficiently and satisfying the users expectations. Considering that the software development lifecycle is often long, usability evaluations of different versions of interfaces should be made during the process, in order to minimize errors and reduce production costs of the final system. Heuristic evaluation, created by Jacob Nielsen, is one of the most used usability evaluation methods, because of it low cost and ease of implementation. In this evaluation method, experts evaluate interfaces and systems dialogues based on a set of general rules, called heuristics, which enable them to identify usability problems. Although respected and widely used, Nielsens heuristics were not created having mobile devices interfaces in mind. Through this work, it was verified that Nielsens heuristics have limitations in finding usability problems in mobile devices interfaces. Because of this, we proposed a set of heuristics for evaluating interfaces for mobile devices and defined a set of guidelines for the development of these interfaces. The validation of the proposed heuristics indicated that they were more effective than Nielsens to find usability problems considered by experts as catastrophic or of low gravity
60

Improving usability of banking websites : by implementing user-centered design

Kebkab Kassaye, Adane January 2013 (has links)
Researchers in the area of web usability dwell on the importance of simplicity in a website design so that users can achieve a specific task with effectiveness, efficiency and satisfaction. If a banking website misses one of these characteristics of usability users may get lost in the middle of the website or become frustrated and “will seek information elsewhere”. This study assesses what are the main issues behind the current banking websites through a questionnaire with 74 participants the result of this questionnaire shows that there are still unsolved problems in the current banking websites that impacts the quality of use. This study performs a thorough theoretical study to find out more about the subject understudy and by combining together with qualitative interviews; the study comes up with a proposed solution to improve banking websites’ usability – by implementing a user-centered design. / Program: Masterutbildning i Informatik

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