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Comparative study of Canvas and Google Classroom Learning Management Systems using usability heuristicsGattupalli, Monica, Reddivari, Ananya January 2021 (has links)
Learning management systems (LMS) are playing a key role in the education systems. Education institutions are using LMS platforms to make the communication and collaboration between teacher and student easier, which inspired this study to measure the user satisfaction in using the different platforms applying usability heuristics. The survey evaluation is used to measure user satisfaction. The main objective of this study is to measure the user experience while using interactive interfaces. The selected LMS platforms for the research are canvas and google classroom. The experiment involves creating dummy course in the selected LMS platforms, fabricating the course assignments, gathering the users, and enrolling them into the platforms. The enrolled set of users will complete the assignments and take a survey on their experience with the platforms. Time taken by each user to complete assignments and survey are recorded and collected off-time comments. The responses of the survey are collected and graphically will interpret each question. Statistical attributes like populated variance and standard deviation are calculated for measuring the user experiences, and they are tabulated for the LMS platforms. User satisfaction on the canvas and google classroom was measured using usability heuristics. From the survey results, we can conclude that the canvas web application obeys all the usability heuristics, whereas the google classroom obeys only seven of the usability heuristics.
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The Future of Podcasts : A Case Study based on Usability Heuristics of a Podcast Service User Interface of an iOS ApplicationAckerstierna, Linda, Söder, Mikka January 2021 (has links)
This study investigates the Usability of the podcast service User Interface (UI) of the iOS app Aftonbladet. The method used originates from a heuristic evaluation technique where semi- structured interviews were conducted with users of the podcast service to explore the usability and to find usability problems. The conducted interviews determined that there existed usability problems with the UI and thus, usability heuristics have been violated in the UI. Nielsen’s Ten Usability Heuristics for User Interface Design and Nielsen’s Severity Ratings for Usability Problems are applied to the interview answers for evaluating the usability of the podcast service UI. The heuristics that are interpreted as being of critical importance are: Heuristic 3. User Control and Freedom Heuristic 4. Consistency and Standards Heuristic 5. Error Prevention Heuristic 6. Recognition rather than Recall Heuristic 7. Flexibility and Efficiency of Use Heuristic 8. Aesthetic and Minimalist Design Heuristic 10. Help and Documentation Three out of the ten heuristics were not of critical importance: Heuristic 1. Visibility of System Status Heuristic 2. Match Between System and Real World Heuristic 9. Help Users Recognize, Recover and Diagnose from Errors
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Evaluating usability aspects of a school photo mobile applicationRoyar Sazdar, Rocan January 2015 (has links)
Context. The market for mobile applications is expanding rapidly. Companies that have web-based applications are required to supply their costumerswith mobile applications to not fall behind and lose their costumers. Portinga web-based application to a mobile platform is not only about decreasing thesize of the web-pages’ content. To succeed in porting a web-based applicationto a mobile platform the usability of the application must remain the sameand possibly be improved, otherwise the consequence is that users becomefrustrated and leave the mobile application. Objectives. The objectives of this thesis is to investigate how to structureand display the features of a school photo web-based application to a mobileapplication, and keep the usability. Methods. A literature study has been done to find guidelines for designingmobile applications. Three mobile application prototypes have been devel-oped. The prototypes have been tested with usability tests in a laboratoryexperiment to find usability problems if such exists, and to identify the mostusable alternative. The usability tests have been done with the target groupof the mobile application. Results. The most usable prototype was identified. Also, a list of recommen-dations are compiled from the experiment (such as, provide help text underthe icons to clarify the content of the icon), and specific improvements thatcan be done to the most usable prototype is also compiled. Conclusions. As a conclusion, the used guidelines and usability heuristicssupported the design of the prototypes and helped to get user-friendly inter-faces. Prototype III obtained the best results in the usability tests. The resultsalso showed that the Prototype III can be further improved. It has also beenfound that related applications such as Instagram, can be helpful in order toget usable and user-friendly interfaces.
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Defining usability heuristics for adoption and efficiency of an electronic workflow document management systemFuentes, Steven 01 January 2017 (has links)
Usability heuristics have been established for different uses and applications as general guidelines for user interfaces. These can affect the implementation of industry solutions and play a significant role regarding cost reduction and process efficiency. The area of electronic workflow document management (EWDM) solutions, also known as workflow, lacks a formal definition of usability heuristics. With the advent of new technologies such as mobile devices, defining a set of usability heuristics contributes to the adoption and efficiency of an EWDM system. Workflow usability has been evaluated for various industries. Most significantly research has been done for electronic healthcare records (EHR). In other areas such as the financial sector and educational institutions there is also some literature available but not as abundant as for EHR. This was identified as a possible research limitation. The general purpose of this research was to establish and validate an overarching set of usability heuristics for EWDM in general. This was approached by conducting a literature review and a survey on 32 workflow consultants from Hyland Software, Inc. Quantitative and qualitative data was collected focusing on the study’s main research question: “what usability heuristics should be defined to ensure the adoption and efficiency of a workflow implementation?" Findings based on regression testing and expert opinions have suggested a proposed set of usability heuristics. The final list consists of: adaptability to diverse platforms, user control, system feedback, intuitive interfaces, visibility on mobile devices, error management, help, and documentation.
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Comparison of GCP and AWS using usability heuristic and cognitive walkthrough while creating and launching Virtual Machine instances in VirtualPrivate CloudCherukuri, Prudhvi Nath Naidu, Ganja, Sree Kavya January 2021 (has links)
ABSTRACT Cloud computing has become increasingly important over the years, as the need for computational resources, data storage, and networking capabilities in the field of information technology has been increased. There are several large corporations that offer these services to small companies or to end-users such as GCP, AWS, Microsoft Azure, IBM Cloud, and many more. The main aim of this thesis is to perform the comparison of GCP and AWS consoles in terms of the user interface while performing tasks related to compute engine. The cognitive walkthrough has been performed on tasks such as the creation of VPC, creation of VM instances, and launching them and then from the results, both the interfaces are compared using usability heuristics. Background: As the usage of cloud computing has increased over the years, the companies that are offering these services have grown eventually. Though there are many cloud services available in the market the user might always choose the services that are more flexible and efficient to use. In this manner, the choice of our research is made to compare the cloud services in terms of user interaction user experience. As we dig deep into the topic of user interaction and experience there are evaluation techniques and principles such as cognitive walkthrough and usability heuristics are suitable for our research. Here the comparison is made among GCP and AWS user interfaces while performing some tasks related to compute engine. Objectives: The main objectives of this thesis are to create VPC, VM instances,s and launch VM instances in two different cloud services such as GCP and AWS. To find out the best user interface among these two cloud services from the perspective of the user. Method: The process of finding best user interface among GCP and AWS cloud services is based on the cognitive walkthrough and comparing with usability heuristics. The cognitive walkthrough is performed on chosen tasks in both the services and then compared using usability heuristics to get the results of our research. Results: The results that are obtained from cognitive walkthrough and comparison with usability heuristics shown in graphical formats such as bar graphs, pie charts, and the comparison results are shown in the form of tabular form. The results cannot be universal, as they are just observational results from cognitive walkthrough and usability heuristic evaluation. Conclusion: After performing the above-mentioned methods it is observed that the user interface of GCP is more flexible and efficient in terms of user interaction and experience. Though the user experience may vary based on the experience level of users in cloud services, as per our research the novice user and moderate users have chosen GCP as a better interactive system over AWS. Keywords: Cloud computing, VM instance, Cognitive walkthrough, Usability heuristics, User-interface.
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Developing Heuristics for Evaluating Online Recruitment WebsitesRong, Huan January 2019 (has links)
With the increased use of online recruitment websites, many organizations have started building up these services to serve various kinds of users. There are some forms of usability evaluations that measure web applications. The inspection method is the most widely used, especially the heuristics evaluation. However, when facing substantial market demands, there is no set of heuristics to guide web designers on how to offer users a good user experience. Therefore, developing usability heuristics for online recruiting websites is very necessary. According to existing research, Nielsen ten heuristics are the most widely used and well known. However, with the continual emergence of new technologies, these ten heuristics cannot continue to satisfy designers who are looking for more focused heuristics that apply to a specific domain. There exists no working strategy for developing specialized guidelines to ensure specialized heuristics actually work better than using general heuristics. This thesis aims to develop usability heuristics for online recruitment website domains. Even though there are no appropriate theories or models for developing heuristics in a specific domain, we established a proposal of 21 usability heuristics for online recruitment based on the existing heuristics and methodologies to develop new specialized heuristics. These new heuristics offer evaluators smoother operations with higher efficiency (problems/time spent) in heuristics evaluation.
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A Comparative study of analysis of theMyntra & Ajio E-businesses Websites using Usability Method to Evaluate.Peddinti, Znana Prasanna January 2022 (has links)
Again for the past couple of years, e-business has become a hot topic. This same act of reselling items through the internet is known as e-businesses. Many e-business sites aim to build customer loyalty. Various aspects influence the performance of e-business websites, particularly usability or the simplicity by which users may use the website, which has been proven to become a key component in online company success. Maybe this research uses a survey assessment based on Nielsen's usability heuristics to analyze the usability of Myntra and Ajio e-business websites.This also evaluates whether e-business websites, such as Myntra and Ajio, provide more useful features for accomplishing usability procedures in much less time and with ease.
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Usability of Content Management Systems on touchscreen mobile devices / Innehållshanteringssystems användbarhet för mobila pekskärmsenheterKrinaki, Maria January 2017 (has links)
Content Management Systems (CMS) can support the creation and maintenance of an e-commerce website and its content. Together with the advance of mobile technology and Internet, it is now possible for business owners to manage their online store using their mobile touchscreen devices. This thesis aims to define the usability problems of the existing CMSs when they are used on mobile touchscreen devices. Heuristic evaluation was performed in three CMSs in order to gain a better understanding of how CMS on touchscreen works and what are the major issues that could downgrade usability. Based on the results of the evaluation, a prototype was implemented and evaluated in order to find out if the design characteristics of the prototype can enhance usability. The impact of the prototype is discussed in terms of efficiency and heuristics violations. Moreover, design guidelines are suggested and uncovered usability problems for further research are provided. / Innehållshanteringssystem (från engelskans Content Management System, CMS) kan stödja skapandet ochunderhållet av en e-handelswebbplats och dess innehåll. Utvecklingen av mobilteknik och internet har gjort detmöjligt för företagare att hantera sin webbutik med hjälp av sina mobila enheter. Denna studie syftar till attdefiniera användbarhetsproblemen hos befintliga CMS när de används på mobila enheter. En heuristiskutvärdering av tre CMS utfördes för att få en bättre förståelse av hur CMS fungerar på en pekskärm, samt för attidentifiera de största problem som kan minska användbarheten. Baserat på resultaten av utvärderingenutvecklades och utvärderades en prototyp för att ta reda på om prototypens designegenskaper kunde förbättraanvändbarheten. Prototypens inverkan diskuteras med avseende på effektivitet och heuristiska oegentligheter. Designriktlinjer föreslås och funna användbarhetsproblem presenteras för vidare forskning.
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Vill du designa en annons? Se hit. : En kvalitativ studie om vad som påverkar design av annonser för sociala medier. / Do you want to design an ad? Take a look : A qualitative study on what influences the design of social media ads.Johansson, Ida, Nordgren, Susanna January 2022 (has links)
Social media is an integrated part of our everyday life. Every user on social media could be a possible customer. The number of users have generated new possibilities for companies to use social media as a tool for marketing. Companies can therefore be more visible as well as they can broaden their scope. Which makes the design of advertisements for social media marketing an important aspect to consider. Therefore, it is crucial for advertisements to be designed in such a way that it stands out from the social media feed and captures the user’s attention. The intention of the design should clearly communicate sender, colors and taglines with its purpose to ensure that the potential customers receive the advertisements message. The focus of this study is to create an increased understanding of how to design digital advertisements for social media, that is by determining principles, guidelines and factors underlying the design. To increase understanding about the design of advertisements on social media, we conducted seven semi-structured interviews. We found that the design of advertisement is mostly made up of perceived and unspoken principles, guidelines and factors. The findings show that they all are relevant when designing an advertisement on social media. When creating advertisements for social media a crucial part is to capture customers' attention and enable purchase intention, which points to the importance of the advertisement’s design.
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Reviewing the critics: Examining popular video game reviews through a comparative content analysisGifford, Ben 23 August 2013 (has links)
No description available.
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