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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.
21

The Application of Usability Engineering Methods to Evaluate and Improve a Clinical Decision Support System

DeSotto, Kristine 09 July 2018 (has links) (PDF)
Delays in the process of diagnosing and treating cancer are common and lead to confusion and undesirable outcomes. Care coordinators are often embedded within the system of care to manage follow-up care. Electronic and real-time reminder systems can be used to support the care coordinator’s work, but electronic health record (EHR) usability is known to be poor. This study, completed in collaboration with the Department of Veterans Affairs (VA) Connecticut Healthcare System, evaluated the Cancer Coordination and Tracking System (CCTS), an EHR-linked, web-based tool for cancer care management. A set of expert-driven and user-driven usability engineering methods was applied to comprehensively identify and analyze usability problems within the system. Ten current CCTS users were engaged in the study to help identify problem. 101 (62.3%) problems were identified through expert-driven methods, 56 (34.6%) were identified by user-driven methods, and 5 (3.1%) were identified through both types of methods. The list of 162 unique problems were prioritized and twelve high priority problems were highlighted. Design recommendations were developed to address each of these high priority problems.
22

Integrating scenario-based usability engineering and agile software development

Lee, Jason Chong 03 May 2010 (has links)
Agile development methodologies are becoming increasingly popular because they address many risks of software development through things such as quick delivery of working software and responsiveness to change. As agile organizations have begun to develop more user interface-intensive systems, they understand the value and need to design more usable systems. The fields of usability engineering and human-computer interaction are focused on exploring how people interact with computer systems. However, much of this work is inaccessible to agile practitioners because it does not align with core agile values and because there has not been adequate transfer of knowledge between practice and academia. This motivated my creation of the eXtreme Scenario-Based Design (XSBD) process, an integrated agile usability approach. XSBD provides key usability benefits of the scenario-based design (SBD) approach (an established usability engineering process) and is compatible with an agile development framework modeled on leading agile processes like XP and Scrum. XSBD was designed for use in projects in which a large part of the overall system quality is determined by system usability. This requires close communication and coordination of the disparate usability and agile development work practices. A core aspect of XSBD is the central design record (CDR), which is the shared design representation that guides usability design. It tightly couples usability evaluation results to design features and high level project goals, allowing the usability engineer to leverage key benefits of traditional SBD while working in an agile framework. I began developing XSBD at Virginia Tech, evaluating it through several student-led development efforts. To improve and demonstrate the applicability of XSBD in practice, I partnered with Meridium, Inc., a software and services company. Using an action research case study method, I worked with several development teams there who used XSBD to develop products. This directly linked usability and HCI research to practice, allowing me to demonstrate XSBD's utility in practice while evaluating it from a theoretical perspective. The results of this work suggest several avenues for further work both to increase its adoption in practice and to link to existing HCI research efforts such as design rationale and knowledge reuse. / Ph. D.
23

Connecting the usability and software engineering life cycles through a communication-fostering software development framework and cross-pollinated computer science courses

Pyla, Pardha S. 17 September 2007 (has links)
Interactive software systems have both functional and user interface components. User interface design and development requires specialized usability engineering (UE) knowledge, training, and experience in topics such as psychology, cognition, specialized design guidelines, and task analysis. The design and development of a functional core requires specialized software engineering (SE) knowledge, training, and experience in topics such as algorithms, data structures, software architectures, calling structures, and database management. Given that the user interface and the functional core are two closely coupled components of an interactive software system, with each constraining the design of the other, there is a need for the SE and UE life cycles to be connected to support communication among roles between the two development life cycles. Additionally, there is a corresponding need for appropriate computer science curricula to train the SE and UE roles about the connections between the two processes. In this dissertation, we connected the SE and UE life cycles by creating the Ripple project development environment which fosters communication between the SE and UE roles and by creating a graduate-level cross-pollinated SE-UE joint course offering, with student teams spanning the two classes, to educate students about the intricacies of interactive-software development. Using this joint course we simulated different conditions of interactive-software development (i.e. with different types of project constraints and role playing) and assigned different teams to these conditions. As part of semester-long class projects these teams developed prototype systems for a real client using their assigned development condition. Two of the total of eight teams in this study used the Ripple framework. As part of this experimental course offering, various instruments were employed throughout the semester to assess the effectiveness of a framework like Ripple and to investigate candidate factors that impact the quality of product and process of interactive-software systems. The study highlighted the importance of communication among the SE and UE roles and exemplified the need for the two roles to respect each other and to have the willingness to work with one another. Also, there appears to exist an inherent conflict of interest when the same people play both UE and SE roles as they seem to choose user interface features that are easy to implement and not necessarily easy to use by system's target users. Regarding pedagogy, students in this study indicated that this joint SE-UE course was more useful in learning about interactive-software development and that it provided a better learning experience than traditional SE-only or UE-only courses. / Ph. D.
24

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.
25

Design and Evaluation of Domain-Specific Interaction Techniques in the AEC Domain for Immersive Virtual Environments

Chen, Jian 29 November 2006 (has links)
Immersive virtual environments (VEs) are broadly applicable to situations where a user can directly perceive and interact with three-dimensional (3D) virtual objects. Currently, successful interactive applications of VEs are limited. Some interactive applications in the AEC (architecture / engineering / construction) domain have not yet benefited from applying VEs. A review of prior work has suggested that 3D interaction has not reached a level that meets real-world task requirements. Most interaction techniques pay little attention to the application contexts. When designers assemble these techniques to develop an interactive system, the interfaces often have very simple and not highly useful UIs. In this work, we describe a domain-specific design approach (DSD) that utilizes pervasive and accurate domain knowledge for interaction design. The purpose of this dissertation is to study the effects of domain knowledge on interaction design. The DSD approach uses a three-level interaction design framework to represents a continuous design space of interaction. The framework has generative power to suggest alternative interaction techniques. We choose the AEC domain as the subject of study. Cloning and object manipulation for massing study are the two example tasks to provide practical and empirical evidences for applying the DSD. This dissertation presents several important results of the knowledge use in the DSD approach. First, the DSD approach provides a theoretical foundation for designing 3D interaction. Techniques produced using DSD result in more useful real-world applications, at least in the domain of AEC. Second, the three-level interaction design framework forms a continuum of design and expands our understanding of 3D interaction design to a level that addresses real-world use. Third, this research proposes an integrated system design approach that integrates DSD and the usability engineering process. Fourth, this work produces a large set of empirical results and observations that demonstrate the effectiveness of domain-knowledge use in designing interaction techniques and applications. Finally, we apply domain-specific interaction techniques to real world applications and create a fairly complex application with improved usefulness. / Ph. D.
26

A Common Software Development Framework For Coordinating Usability Engineering and Software Engineering Activities

Pawar, Sourabh A. 01 June 2004 (has links)
Currently, the Usability Engineering (UE) and Software Engineering (SE) processes are practiced as being independent of each other. However, several dependencies and constraints exist between the interface specifications and the functional core, which make coordination between the UE and the SE teams crucial. Failure of coordination between the UE and SE teams leads to software that often lacks necessary functionality and impedes user performance. At the same time, the UE and SE processes cannot be integrated because of the differences in focus, techniques, and terminology. We therefore propose a development framework that incorporates SE and UE efforts to guide current software development. The framework characterizes the information exchange that must exist between the UE and SE teams during software development to form the basis of the coordinated development framework. The UE Scenario-Based Design (SBD) process provides the basis for identifying UE activities. Similarly, the Requirements Generation Model (RGM), and Structured Analysis and Design are used to identify SE activities. We identify UE and SE activities that can influence each other, and identify the high-level exchange of information that must exist among these activities. We further examine these interactions to gain a more in-depth understanding as to the precise exchange of information that must exist among them. The identification of interacting activities forms the basis of a coordinated development framework that incorporates and synchronizes the UE and SE processes. An examination of the Incremental and Spiral models as they relate to the SBD is provided, and outlines how our integration framework can be composed. Using the results of and insights gained from our research, we also suggest additional avenues for future work. / Master of Science
27

Design Of A Novel Automated Approach For Software Usability Testing

Rajarathna, Kiran 05 1900 (has links) (PDF)
No description available.
28

Usability Engineering Framework for Persuasive Mobile Health Apps to Effectively Influence Dietary Decisions of Older Adults

Wen-yu Chao (9739448) 15 December 2020 (has links)
<p><b><u>Introduction</u></b>: Mobile health applications (mHealth apps) have the potential to assist patients in adhering to their physician’s advice in chronic disease management through the use of persuasive nudge. However, systematically developing the persuasive features of a mHealth app for the major user demographic of older adults is challenging. The current usability engineering framework could ensure the user-friendliness of the app but not the persuasiveness. It is necessary to extend the current framework with appropriate measures to better understand the effectiveness of persuasive design elements in an iterative design process.</p><p> </p><p><b><u>Methods:</u></b> A pilot design project was run, a persuasive mHealth app for dietary management was developed using the user-centered design approach (persona, use scenario, task analysis, and cognitive walkthrough), the pilot testing result showed high potential of technology acceptance of older adults. To further evaluate persuasiveness, a food choice experimental protocol and human decision performance metrics based on Signal Detection Theory (SDT) were proposed. A mixed-methods, full factorial user testing study was conducted with twenty older adults aged over 60 and twenty students age 18-35. Critical persuasive User Interface (UI) design variables included decision paradigm (digital nudge), nutrition information format (information nudge), and the system default pre-selection (default nudge). The proposed SDT metrics to evaluate persuasiveness were then compared with confusion matrix metrics which are frequently used to validate system decision-making performance. The relationship between the human performance, subjective workload, and perceived usability of the proposed mHealth app was also investigated.</p><p> </p><p><b><u>Results:</u></b> The ‘Two Alternative Forced Choice’ layout significantly increased the d-prime and accuracy (persuasiveness), the system default pre-selection decreased persuasiveness. The interpretative FSA Nutri-scores label reduced time of response and workload, and increased perceived ease of use, perceived ease of learning, and satisfaction. Among older adults, results differed by age, computer proficiency, and health literacy.</p><p><b><u> </u></b></p><b><u>Conclusion:</u></b> The findings of this study imply the proposed framework is a valid persuasive design research approach. And digital nudge is an effective persuasive design for mHealth app, while default nudge may give rise to negative effects. A generalized human-centered digital nudge design framework along with ageing-centered guidelines were suggested for the similar research and design projects for persuasive technology performed in the future.
29

A Case Study of the Effects of a Web Interface Redesign Based on Usability Guidelines.

Bhattacharya, Paromita 17 August 2011 (has links) (PDF)
Usability guidelines for user interface (UI) design formulated by Nielsen and other authorities were used to redesign the web interface for a web based distance education course. The website's original UI, as judged by a group of web design professionals, violated standard guidelines for usability, readability, learnability, consistency, efficiency of use and flexibility. The original and redesigned UIs were tested using thinking aloud testing, a user satisfaction survey, and usability inspection. The results of user testing and heuristic evaluation suggest that the use of these guidelines in website redesign had a positive impact on user performance. A more conclusive result would have required a larger sample size and a redesigned testing protocol that varied the order in which participants worked with the old and redesigned interfaces.
30

An Optimized Alert System Based on Geospatial Location Data

Zeitz, Kimberly Ann 01 July 2014 (has links)
Crises are spontaneous and highly variable events that lead to life threatening and urgent situations. As such, crisis and emergency notification systems need to be both flexible and highly optimized to quickly communicate to users. Implementing the fastest methods, however, is only half of the battle. The use of geospatial location is missing from alert systems utilized at university campuses across the United States. Our research included the design and implementation of a mobile application addition to our campus notification system. This addition is complete with optimizations including an increase in the speed of delivery, message differentiation to enhance message relevance to the user, and usability studies to enhance user trust and understanding. Another advantage is that our application performs all location data computations on the user device with no external storage to protect user location privacy. However, ensuring the adoption of a mobile application that requests location data permissions and relating privacy measures to users is not a trivial matter. We conducted a campus-wide survey and interviews to understand mobile device usage patterns and obtain opinions of a representative portion of the campus population. These findings guided the development of this mobile application and can provide valuable insights which may be helpful for future application releases. Our addition of a mobile application with geospatial location awareness will send users relevant alerts at speeds faster than those of the current campus notification system while still guarding user location privacy, increasing message relevance, and enhancing the probability of adoption and use. / Master of Science

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