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Eye-tracking för mobila enheter : En utvärdering av problemen med eye-tracking för mobila enheter vid användartestning / Eye Tracking for Mobile Devices : An Evalutation of the Problems with Eye Tracking for Mobile Devices in Usability TestsWorén, Felix January 2018 (has links)
Eye‐tracking är en metod för användartester. Det kan visa var testpersoner tittar, vad de missar och vad som väcker uppmärksamhet. Ett problem med eye‐tracking i nuläget är dess dåliga precision. Mobiler och andra mobila enheters skärmyta kan vara väldigt liten, vilket resulterar i att det inte finns mycket rum för fel i en eye‐tracker. Syftet med den undersökning som rapporteras här är att utvärdera problemen med eye‐tracking i utvärderingar av användargränssnitt för mobila enheter. För att utvärdera detta har några tester utformade av mig utförts, där testpersonerna har fått välja mellan att använda sin egen telefon, en iPhone 7 eller en iPad och sedan utfört några uppgifter på olika applikationer/hemsidor. Pilottester från ett projekt vid namn CREDENTIAL har även bidragit till denna studie där testpersonerna har fått utföra eye‐tracking‐tester på en Microsoft Surface Pro. Resultaten är presenterade i form av grafiska representationer av datan, med hjälp av heat maps och gaze plots. Resultaten visar hur problemen med eye‐tracking för mobila enheter kan störa användartester för system på mobila enheter.
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Erstellung und Evaluation von Prototypen in der Softwareentwicklung am Beispiel eines mobilen ZeiterfassungssystemsWinkler, Janin 05 July 2023 (has links)
Die vorliegende Arbeit befasst sich mit dem Vorgehen des Prototyping und wie dieses
in die Softwareentwicklung integriert werden kann. Dies wird anhand eines praktischen
Beispiels erläutert, indem Prototypen für ein mobiles, projektbasiertes Zeiterfassungssystem erstellt und anschließend evaluiert werden. Zu Beginn erfolgt die
Einordnung des Begriffs Prototyp und eine Beschreibung, wie Prototypen kategorisiert
werden können. Prozessmodelle des Usability Engineering, zum Beispiel nach
Jakob Nielsen, werden aufgegriffen und die Rolle des Prototyping innerhalb dieser
Prozesse erläutert, was die Grundlage für den praktischen Teil der Arbeit bildet. Weiterhin setzt sich der theoretische Teil mit den Gründen für das Prototyping sowie
geeigneten Evaluationsmethoden auseinander.
Im praktischen Teil erfolgt die Erstellung von Prototypen für das mobile Zeiterfassungssystem
auf Basis einer Konkurrenzanalyse. Dabei bilden die Prototypen unterschiedliche
User Journeys ab. Die anschließende Evaluation, bestehend aus einem
Cognitive Walkthrough sowie einem vergleichenden, nutzerbasierten Usability-Test,
ermittelt, welche Verbesserungen an der Gestaltung vorgenommen werden müssen
und welche User Journey von Benutzern bevorzugt wird. Ein Ausblick zeigt, hinsichtlich welcher Aspekte die mobile Zeiterfassung verbessert sowie erweitert werden könnte und wie weitere Erkenntnisse über die Gebrauchstauglichkeit gewonnen werden können.:Abkürzungsverzeichnis
Abbildungsverzeichnis
Tabellenverzeichnis
Glossar
1 Einleitung
1.1 Relevanz des Themas
1.2 Ziel der Arbeit
1.3 Methodisches Vorgehen und Aufbau der Arbeit
2 Einführung in den Prozess des Prototyping
2.1 Einordnung des Begriffs „Prototyp“
2.2 Prototyping als Teil des Usability Engineering
2.2.1 Prozessmodell „Usability Engineering“ nach Sarodnick und Brau
2.2.2 Usability Engineering Lifecycle nach Nielsen
2.3 Kategorisierung von Prototypen
2.3.1 nach Funktionsumfang und -tiefe
2.3.2 nach Darstellungstreue
2.4 Gründe für das Prototyping
3 Evaluation von Prototypen
3.1 Gründe für die Evaluation von Prototypen
3.2 Geeignete Evaluationsmethoden
3.2.1 Prüfung mit Benutzern
3.2.2 Inspektionsbasierte Evaluierung
4 Vorgehensweise und Methodik
4.1 Konkretisierung der Problemstellung
4.2 Anforderungen des Unternehmens
4.3 Ausführliche Beschreibung der Untersuchungsmethodik
5 Erstellung von Prototypen für ein mobiles Zeiterfassungssystem
5.1 Zweck der Prototypen im Projekt NewTimePLUS
5.2 Konkurrenzanalyse und Ableitung von Anforderungen
5.3 Erläuterung der Gestaltung der Prototypen
5.3.1 Gestaltung der User Journey 1
5.3.2 Gestaltung der User Journey 2
5.3.3 Gestaltung der User Journey 3
5.3.4 Gestaltung der Suchfunktion
6 Evaluation der Prototypen
6.1 Beschreibung des Evaluationsverfahrens
6.1.1 Cognitive Walkthrough
6.1.1.1 Vorbereitungsphase
6.1.1.2 Analysephase
6.1.2 Usability-Test mit System Usability Scale
6.2 Darstellung der Ergebnisse
6.2.1 Ergebnisse des Cognitive Walkthroughs
6.2.2 Ergebnisse des Usability-Tests
7 Diskussion der Ergebnisse
7.1 Bewertung der Ergebnisse
7.2 Schlussfolgerungen
8 Fazit der Untersuchung
8.1 Zusammenfassung der Ergebnisse
8.2 Ausblick
Literaturverzeichnis
Selbstständigkeitserklärung
Anlagenverzeichnis
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Cost Justifying Usability a case-study at Ericsson / Cost Justifying Usability a case-study at EricssonYousefi, Parisa, Yousefi, Pegah January 2011 (has links)
In this study we investigate the level of usability and usability issues and the gaps concerning usability activities and the potential users, in a part of charging system products in Ericsson.Also we try identifying the cost-benefit factors, usability brings to this project, in order to attempt 'justifying the cost of usability for this particular product'.
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Developing a usability method for assessment of M-Commerce systems : a case study at Ericsson / Developing a usability method for assessment of M-Commerce systems : a case study at EricssonNovak, Gabriela January 2014 (has links)
Context. Usability work in software engineering is a measure of quality and it contributes to the overall acceptability of systems. However it is also the most neglected process in the software industry. While there are established guidelines and methods in usability, they are not used in the industry to the full extent. Objectives. In this case study I examine the level of usability and usability issues with the context of use in an M-Commerce solution. Also, I address the distance between development and the current and potential expert users of the wallet platform solution. Methods. In this exploratory research, a number of article sources such as IEEE Xplore, ACM Digital Library, and Springer Link are used. Studies are selected after reading titles, abstracts and keywords, then chosen if relevant to the subject. The methods used in this study were literature review, case study and experiment. Results. A usability test was performed on a specific user interface, in order to detect potential usability issues that might have been overlooked in the development cycle. As an experiment, the test was performed with proxy users and verified with the actual users. A recommendation list based on the test results was produced for possible improvements in the interface. Conclusions. As a conclusion, a modified usability testing method is proposed. Also I conclude that performing usability testing based on the context of use and the ISO 9241-11 standard, brings value to Ericsson’s current and potential customers as well as to the solution itself. The results from the two groups used for testing were very similar and the proxy user group is thus a good alternative to actual users. With the engagement of a team that is working with the customers dispersed over the world, the context of use can be brought to the development department.
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Microsoft Teams : A qualitative usability studyBergman, Emil January 2021 (has links)
Working together at distance is no easy thing and the usability of the digital workspaces used is of utmost importance. Companies providing these digital workspaces constantly needs to evaluate the usability to find problems and improve their product with design principles for designing interactive systems. The purpose of this study is to contribute with knowledge of the usability of the digital workspace MS Teams. There are several methods for usability evaluation but the most fundamental is to test with real users, a usability test. The method used to evaluate the usability of Microsoft Teams is a usability tests with participants as close to the intended end-users as possible and with post-test interviews after each test. During the usability test the participants were observed whilst using the product and thinking aloud. Thinking aloud is the participant, while using the product, continuously think out loud which gives the researcher an opportunity to understand how the participants view the product and to identify any misconceptions they might have. The main results show that there are several usability problems with Microsoft Teams especially during the log on process and with changing output source. At the same time the results show that sharing files and calling are some of Microsoft Teams strengths in regard to usability and that the perceived usability of Microsoft Teams is high.
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UX method development from Usability testing with Eye tracking for E-commerceNilsson, Madeleine January 2018 (has links)
This thesis investigates the knowledge around the field of eye tracking within e-commerce, and specifically CDON. Eyetracking is a powerful tool within usability testing and it makes us as designers see what the user is actually looking at on the screen. This paper will present the design process and through usability testing result in how to gather and later on analyse data to benefit e-commerce. The study contains research around the methods of eyetracking and usability testing for e-commerce within the field of interaction design that results in a developed user experience method, specialized for e-commerce. The final outcome is a method called the 2-competitor method that interaction designers can use to compete the website that they work on to other websites and find valuable information such as design issues or improvements. The method informs competing sites to be used as a tool to improve design.
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A Course-content Management System Development And Its Usability TestKavakli, Hamdi 01 September 2004 (has links) (PDF)
Effectiveness and usefullness among the important factors that affect success of online learning environments. During this study, a course-content management system developed regarding effectivity and usability related concerns. One major aim of this study is to develop effective and usable system.
In this study, a course-content management system designed and developed under the light of previous researches. In the design phase, effective design strategies and characteristics of effective and usable learning systems were explored, and system was designed considering these strategies. Then, development phase applied. After system developed, usability techniques was explored, and heuristic evaluation method was choosed as a usability method to measure usability of the system.
During the study, modified version of a checklist that was prepared considering usability heuristics. Applied checklist contains total 108 questions under 13 heuristics (major usability problem). Heuristic evaluation is an expert review method. Therefore, this study should have been evaluated by experts. 8 experts enrolled in this study. All experts are either Phd or graduate students at instructional technology departments and they have enrolled in web-based studies. They investigated the usability of the course-content management system according to the usability related criterias on the checklist.
When test results were considered, a course-contentmanagement system developed during this study was found usable. Results of this study may enlighten the way of future studies.
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Erstellung eines Richtlinien- und Prüfkataloges zur Entwicklung nutzerfreundlicher VerpackungenDittrich, Frank, Hentschel, Christian, Spanner-Ulmer, Birgit January 2011 (has links)
Die Gestaltung von nutzerfreundlichen Verkaufsverpackungen ist laut verschiedenen Studien durchgehend nicht optimal gewährleistet. Neben einer fehlenden Sensibilisierung der Verpackungshersteller für die Nutzerfreundlichkeit als Wettbewerbsfaktor, liegt dies vor allem an fehlenden Entwicklungsinstrumenten für die Praxis. Dieser Beitrag beschreibt das Vorgehen zur Entwicklung eines Richtlinien- und Prüfkataloges, mit dessen Anwendung der Weg zur Entwicklung nutzerfreundlicher Verkaufsverpackungen geebnet werden soll.
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Finding the problem : Improvements to increase efficiency and usability when troubleshootingEliasson, Nina January 2020 (has links)
In a time where competition for software services is big and the time to market crucial, speed and productivity is the key to competing with other organizations. One of the competitors is Spotify, who provide an audio streaming platform to 286 million monthly active users around the world. Due to the number of users, a disturbance in the service has a great impact. In order to avoid disturbances, the back-end developers have to locate and solve the issue fast. To be able to identify user problems and frustrations with a troubleshooting tool, fifteen interviews and five observations were conducted. The resulting data, combined with the five-step Design Thinking model, resulted in the two defined problems: finding specific information and narrowing the problem space. Furthermore, a search feature and a feature to customize the view, were tested on a middle-fidelity prototype to investigate the impact on troubleshooting and the usability of the tool.
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Usability factors for event platform users / Användbarhetsfaktorer för användare av eventplattformarVainionpää, Ida January 2017 (has links)
This thesis examines which functions motivate experienced event marketing platform users to continue to use a specific event platform with regards to usability. The event marketing platform service Confetti was chosen as principal. Qualitative information was gathered through usability tests with existing users of Confetti and quantitative information was collected by sending out a questionnaire to existing Confetti users. A contextual analysis was then performed on the compiled material. It was found during the study that the most highly regarded feature was customizability and that inconsistent feedback was the main source of friction experienced by the users. The main entry point for users of Confetti was via recommendations, and users with a free subscription would consider a payment model if they arranged more events in general. Lastly, the simplicity and the ease of use of the Confetti platform was highly appreciated by the majority of the contacted users. A suggestion for future research in this area would be to conduct similar studies with event marketing platforms similar to Confetti in order to get a broader perspective on the usability demands as a whole. / Examensarbetet utreder vilka funktioner som motiverar erfarna användare av eventplattformar inom marknadsföring att fortsätta använda en specifik eventplattform, med avseende på användbarhet. Uppdragsgivaren för examensarbetet har varit Confetti Events. Kvalitativ information har samlats genom användbarhetstester med befintliga användare av Confetti och kvantitativ information har samlats via en enkät som skickats ut till användare av Confetti. Materialet har därefter genomgått en innehållsanalys. Studien visade att den högst värderade funktionaliteten var anpassningsmöjligheter och att inkonsekvent feedback var den största källan till friktion som upplevdes av användarna. Den främsta ingångspunkten till tjänsten var via rekommendationer och användarna med gratisversionen skulle överväga att uppgradera till en betalmodell om de i allmänhet arrangerade fler event. Slutligen, klarheten och användbarheten var högt uppskattade av majoriteten av de kontaktade användarna. Ett förslag för framtida forskning inom området är att genomföra liknande studier på eventplattformar som liknar Confettis med avsikten att få ett ännu bredare perspektiv på vad som efterfrågas i sin helhet, ur ett användbarhetsperspektiv.
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