Spelling suggestions: "subject:"dsability studies"" "subject:"disability studies""
1 |
Multidimensional evaluation approach for an e-government website : a case study of e-government in Saudi ArabiaEidaroos, Abdulhadi M. January 2011 (has links)
This study investigates the refinement of an evaluation framework for e-Government websites. The aim of the research was to determine how an existing evaluation framework, which recommends the use of multiple usability techniques, could be used to obtain usability data that would indicate how to improve e-Government websites and satisfy users' needs. The framework describes how common techniques, such as heuristic testing and user testing, can be used with the emerging discipline of web analytics to provide a comprehensive and detailed view of users' interactions on e-Government websites. The original framework was refined in the light of the findings and the refined framework should facilitate the improvement of e-Government websites depending on users' demands and interactions. The work involved implementing the original multi-dimensional framework in e-Government websites in Saudi Arabia. A case study method was used over two implementations. In the former implementation, the evaluation methods consisted of heuristic evaluation followed by usability testing then web analytic tools. However, in the later implementation, refinements to the evaluation framework were proposed and the order of methods was amended: web analytics was used first, followed by heuristic evaluation then usability testing. The framework recommends specific usability methods for evaluating specific issues. The conclusions of this study illustrate the potential benefits of using a multidimensional evaluation framework for e-Government websites and it was found that each usability method had its own particular benefits and limitations. The research concludes by illustrating the potential usefulness of the designed evaluation framework in raising awareness of usability methods for evaluating e-Government websites in Saudi Arabia.
|
2 |
Understanding Decision-Making Needs of Open Government Data UsersSundara Murthy, Svati 04 October 2021 (has links)
No description available.
|
3 |
Bridging The Gap Between Fun And Fitness: Instructional Techniques And Real-world Applications For Full-body Dance GamesCharbonneau, Emiko 01 January 2013 (has links)
Full-body controlled games offer the opportunity for not only entertainment, but education and exercise as well. Refined gameplay mechanics and content can boost intrinsic motivation and keep people playing over a long period of time, which is desirable for individuals who struggle with maintaining a regular exercise program. Within this gameplay genre, dance rhythm games have proven to be popular with game console owners. Yet, while other types of games utilize story mechanics that keep players engaged for dozens of hours, motion-controlled dance games are just beginning to incorporate these elements. In addition, this control scheme is still young, only becoming commercially available in the last few years. Instructional displays and clear real-time feedback remain difficult challenges. This thesis investigates the potential for full-body dance games to be used as tools for entertainment, education, and fitness. We built several game prototypes to investigate visual, aural, and tactile methods for instruction and feedback. We also evaluated the fitness potential of the game Dance Central 2 both by itself and with extra game content which unlocked based on performance. Significant contributions include a framework for running a longitudinal video game study, results indicating high engagement with some fitness potential, and informed discussion of how dance games could make exertion a more enjoyable experience.
|
4 |
Designing for usability of 3D configuration in E-commerce : Interactive design of 3D in web applications / Design för användbarhet i 3D-konfigurering inom e-handel : Interaktiv design av 3D i webbapplikationerAxelsson, Alfred January 2017 (has links)
Mass production of consumer products is both wasteful and limit the consumers' power to influence the design of what they are buying. When shopping for a product, the customer must choose between a range of specific products with limited variations. What if the customer could make all the design choices, creating and buying the product according to his or her own needs? A 3D product generator holding a configurable model of a product was created to replace static content in online stores and give creative power to customers. This work aimed at creating an effective 3D product generator by evaluating how users experience the design of and interaction with it, and finding general design goals when introducing interactive 3D content in static 2D environments. A prototype of a 3D product generator in a generic online storefront was implemented in two iterations, improving on and evaluating the design through usability testing. The evaluation of the final prototype suggested that the interface was indeed effective in both design and interaction. This work concludes that user feedback is crucial to creating a successful user experience, which in turn is important when creating interfaces for product configuration.
|
5 |
Supporting Usability Studies in Uganda : A case study contributing to the planning phase of usability facilities / Att främja användbarhetsstudier i Uganda : Bidrag till planeringen av ett resurscenter för användbarhetsstudierWik, Malin January 2012 (has links)
Usability studies are conducted as a part of the usability engineering process, ensuring the usability of a developing product. Such usability studies can be conducted in a usability laboratory, or at the anticipated context of use. At the School of Computing & Informatics Technology (CIT) at Makerere University in Kampala, Uganda, plans for usability facilities are being evolved.This study maps what facilities are beneficial for CIT at Makerere University to adapt in order to fulfil the potential stakeholders’ needs, as well as enabling the stakeholders to conduct wanted usability studies. Furthermore, the study presents various usability engineering methods, to be compared with the needs of the stakeholders.26 potential stakeholders of the usability facilities answered two different surveys. The result shows that the stakeholders’ conceptions about usability studies in some cases are misconceptions, why educational activities about usability and usability studies should be planned alongside the development of the facilities. Further the study shows that the facilities must support usability studies conducted in field as well as studies conducted in a controlled laboratory environment. Moreover, the facilities need to provide facilities for testing mobile services, web applications, user interfaces, and provide for stress and load testing.
|
6 |
Unlocking Insights: A Modular Approach to Data Visualization Education with the Data Visualization Capacity ToolIsha Ashish Mahadalkar (18406131) 22 April 2024 (has links)
<p dir="ltr">The present era of industrial growth, along with the rise in big data, has led to an increase in the demand for data-savvy professionals employing visualization techniques and software to fully leverage the value of this data. Since data visualization is an expansive and intricate field, it leads to challenges for novice learners as they seek to understand it. The Data Visualization Capacity (DVC) Tool is an online learning platform designed to enhance data visualization literacy amongst learners. The DVC Tool encompasses fundamental principles and techniques essential for proficient data visualization, by including external resources, quizzes, and tutorials in a distance-based modular format.</p><p dir="ltr">This study investigates the usability of the DVC Tool using a mixed-methods approach combining quantitative analysis of Google Analytics data, System Usability Scale (SUS) questionnaires, and qualitative insights from usability testing sessions and interviews. The research aims to assess the effectiveness of the DVC Tool across diverse user profiles and identify strategies for optimizing user experience. User studies were conducted with participants from various backgrounds and experience in data visualization to gain insight into the strengths and weaknesses of the DVC Tool, as well as gain recommendations for effective learning strategies and user experience design. The findings reveal a high overall usability rating for the DVC Tool, with users from various educational backgrounds and levels of expertise expressing satisfaction with its functionality and organization. The SUS usability scores indicate a mean usability score of 81.8, highlighting the tool's effectiveness in providing a user-friendly learning experience for all users across diverse profiles. Interviews also give insight into the importance of clear organization, visual aids, and custom learning plans to enhance the learning experience of the student.</p><p dir="ltr">In general, this research contributes to the advancement of data visualization education by providing insights into effective instructional strategies and components of digital learning platforms. The findings offer practical implications for educators and developers looking to enhance data visualization literacy among learners, while also addressing theoretical gaps in usability research within the field.</p>
|
7 |
Smarta kläder, användbarhet och påverkan på arbetsbeteende – användartestning av en prototyp / Smart clothes, usability and influence on work behaviour – usability testing of a prototypeKasyanov, Dmitrij, Mikhaltchouk, Inga January 2019 (has links)
Smarta kläder är en kroppsnära teknik som består av kläder som har i sig integrerade/invävda sensorer vilka mäter kroppssignaler, arbetsställningar och rörelser och visar information om eventuella överbelastningar. Syftet i denna studie var att utvärdera prototyp 1 av ett smart arbetsklädersystem genom att utreda användarnas upplevelse (user experience) och användbarhet av prototypen samt prototypens påverkan på testpersonernas arbetsbeteende. En kombinerad studiedesign valdes. Den experimentella studien kompletterades med enkät och intervju. Tolv testpersoner deltog i undersökningen, fördelade lika på tre grupper: en kontrollgrupp och två experimentgrupper. Via tekniska mätningar samlades kinematisk data gällande: handledens vinkelhastighet och tummens tryckkraft; överarmens vinkel för höger- och vänster arm; överarmens vinkelhastighet för höger och vänster arm samt bålens vinkel vid fram- och bakåtböjningar. Signifikanta arbetsbeteendeförändringar kunde ej konstateras, men det förekom stora skillnader i de individuella resultaten i varje grupp. Dock kunde inte något specifikt mönster i arbetsbeteendeförändringar från de olika grupperna urskiljas. Hypotesen att arbetsbeteendeförändringar kan tillskrivas påverkan från prototypen stöddes inte av data. Resultatet från intervju- och enkätundersökning kring användarnas upplevelse och användbarhet visade att prototypen skattades som användarvänlig och användbar i sin helhet. Testpersonerna önskade förändringar i prototypens konstruktion gällande prototypens material och storlek, typ av feedback samt placering av sensorer. Vissa brister i design och utförandet av användartesterna och experimentmätningen konstateras och deras inverkan på studiens validitet och reliabilitet diskuteras. Rekommendationer ges gällande framtida testning av nästa prototyp utifrån de upptäckta bristerna. / Smart clothes are a group of technical aids that consist of clothing that has integrated/built-in sensors that measure body postures and movements and display information about possible physical overload. The purpose of this study was to evaluate prototype 1 of a smart workwear system by investigating its user experience and usability, as well as the impact of the prototype on the test subjects' work behavior. A combined study design was chosen. The experimental study was supplemented with questionnaire and interview. Twelve test subjects split in three equal groups participated in the study: one control group and two experimental groups. Through technical measurements, kinematic data was collected: angular velocity of the wrist and thumb pressure; right and left arm's angle; angular velocity for the right and left arm as well as the torso angle during forward and backward bending. Changes in work behavior were found. However, large differences in the individual results within each group were observed, with no obvious pattern of changes in work behavior between groups. The collected data did not support the hypothesis that work behavior changes can be associated with the impact of the prototype. The result of analysis of the interviews and questionnaires about user experience and usability showed that the prototype was considered user-friendly and useful in general. Test subjects requested changes in the prototype’s construction regarding the prototype’s material and size, type of feedback and location of sensors. Some shortcomings are observed in the test design, data collection and also in how the tests were conducted. Their impact on the validity and reliability of the study is discussed; accordingly, recommendations addressing the detected shortcomings are given regarding the future testing of the next prototype.
|
Page generated in 0.0514 seconds