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Dual-method usability evaluation of e-commerce websites : in quest of better user experienceMoczarny, Izabela Maria 10 1900 (has links)
E-commerce has increased substantially, as e-retailers engage with consumers online. Users require more than products and quality service; they also expect a good user experience. User experience is affected by branding, functionality, navigation, content, aesthetics and usability.
This study investigates the attainment of better user experience on e-commerce websites. A dual-method usability evaluation approach – usability testing with end-users and heuristic evaluation by experts – was employed to obtain a holistic picture of how usability aspects support or hinder the user experience. Usability testing provided insights into detailed interface issues and the type of content and journey that users prefer when making a purchasing decision, while heuristic evaluation was mainly directed at overall user interface and interaction factors. In a complementary way, each method identified a high number of usability problems.
Key findings are summarized, and design guidelines are identified that can facilitate the development of e-commerce websites to promote user experience. / E-handel het aansienlik toegeneem, soos e-kleinhandelaars by verbruikers aanlyn betrokke raak. Gebruikers verlang meer as produkte en kwaliteit diens; hulle verwag ook 'n goeie gebruikerservaring. Gebruikerservaring word deur ‘branding’, funksies, navigasie, inhoud, estetika en bruikbaarheid beinvloed.
Hierdie studie ondersoek die bereiking van beter gebruikerservaring op e-handel webwerwe. 'n Dubbelemetode bruikbaarheidsevaluering benadering – bruikbaarheidstoetsing met eindgebruikers en heuristiese evaluering deur kundiges – is gebruik om ‘n holistiese beeld te verkry van hoe bruikbaarheidsaspekte gebruikerservaring ondersteun of verhinder. Bruikbaarheidstoetsing lewer insigte in gedetailleerde koppelvlak kwessies en die tipe inhoud en roete wat gebruikers verkies wanneer hulle 'n aankoop maak, terwyl heuristiese evaluering hoofsaaklik gerig is op algehele gebruikerskoppelvlak en interaksie faktore. Op 'n komplementêre manier, het elke metode' n groot aantal bruikbaarheidsprobleme geïdentifiseer.
Belangrike bevindings word saamgevat, en ontwerp riglyne is voorgestel wat die ontwikkeling van e-handel webwerwe fasiliteer wat gebruikerservaring bevorder. / Computing / M. Tech. (Information Technology)
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Representation of Compositional Relational ProgramsPaçacı, Görkem January 2017 (has links)
Usability aspects of programming languages are often overlooked, yet have a substantial effect on programmer productivity. These issues are even more acute in the field of Inductive Synthesis, where programs are automatically generated from sample expected input and output data, and the programmer needs to be able to comprehend, and confirm or reject the suggested programs. A promising method of Inductive Synthesis, CombInduce, which is particularly suitable for synthesizing recursive programs, is a candidate for improvements in usability as the target language Combilog is not user-friendly. The method requires the target language to be strictly compositional, hence devoid of variables, yet have the expressiveness of definite clause programs. This sets up a challenging problem for establishing a user-friendly but equally expressive target language. Alternatives to Combilog, such as Quine's Predicate-functor Logic and Schönfinkel and Curry's Combinatory Logic also do not offer a practical notation: finding a more usable representation is imperative. This thesis presents two distinct approaches towards more convenient representations which still maintain compositionality. The first is Visual Combilog (VC), a system for visualizing Combilog programs. In this approach Combilog remains as the target language for synthesis, but programs can be read and modified by interacting with the equivalent diagrams instead. VC is implemented as a split-view editor that maintains the equivalent Combilog and VC representations on-the-fly, automatically transforming them as necessary. The second approach is Combilog with Name Projection (CNP), a textual iteration of Combilog that replaces numeric argument positions with argument names. The result is a language where argument names make the notation more readable, yet compositionality is preserved by avoiding variables. Compositionality is demonstrated by implementing CombInduce with CNP as the target language, revealing that programs with the same level of recursive complexity can be synthesized in CNP equally well, and establishing the underlying method of synthesis can also work with CNP. Our evaluations of the user-friendliness of both representations are supported by a range of methods from Information Visualization, Cognitive Modelling, and Human-Computer Interaction. The increased usability of both representations are confirmed by empirical user studies: an often neglected aspect of language design.
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Smartphone Evaluation Heuristics for Older AdultsCalak, Piotr 20 February 2013 (has links)
Age-related physical and cognitive changes hinder the ability of older adults to operate smartphones. While many user interface (UI) heuristics exist today, there is a need for an updated set designed specifically to assess the usability of mobile devices for an older audience. Smartphone evaluation heuristics for older adults based on age-related changes in vision, hearing, attention, memory and motor control were developed in this thesis by analyzing literature on age-related physical and cognitive changes impacting smartphone usability. Support for heuristics was found by gathering information on how older adults use cell phones through interviews and an online survey. It was demonstrated that strength of support for some heuristics increases with age. The evaluated heuristics provide usability practitioners and designers with a framework for evaluating the usability of smartphones for older adults.
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Dual-method usability evaluation of e-commerce websites : in quest of better user experienceMoczarny, Izabela Maria 10 1900 (has links)
E-commerce has increased substantially, as e-retailers engage with consumers online. Users require more than products and quality service; they also expect a good user experience. User experience is affected by branding, functionality, navigation, content, aesthetics and usability.
This study investigates the attainment of better user experience on e-commerce websites. A dual-method usability evaluation approach – usability testing with end-users and heuristic evaluation by experts – was employed to obtain a holistic picture of how usability aspects support or hinder the user experience. Usability testing provided insights into detailed interface issues and the type of content and journey that users prefer when making a purchasing decision, while heuristic evaluation was mainly directed at overall user interface and interaction factors. In a complementary way, each method identified a high number of usability problems.
Key findings are summarized, and design guidelines are identified that can facilitate the development of e-commerce websites to promote user experience. / E-handel het aansienlik toegeneem, soos e-kleinhandelaars by verbruikers aanlyn betrokke raak. Gebruikers verlang meer as produkte en kwaliteit diens; hulle verwag ook 'n goeie gebruikerservaring. Gebruikerservaring word deur ‘branding’, funksies, navigasie, inhoud, estetika en bruikbaarheid beinvloed.
Hierdie studie ondersoek die bereiking van beter gebruikerservaring op e-handel webwerwe. 'n Dubbelemetode bruikbaarheidsevaluering benadering – bruikbaarheidstoetsing met eindgebruikers en heuristiese evaluering deur kundiges – is gebruik om ‘n holistiese beeld te verkry van hoe bruikbaarheidsaspekte gebruikerservaring ondersteun of verhinder. Bruikbaarheidstoetsing lewer insigte in gedetailleerde koppelvlak kwessies en die tipe inhoud en roete wat gebruikers verkies wanneer hulle 'n aankoop maak, terwyl heuristiese evaluering hoofsaaklik gerig is op algehele gebruikerskoppelvlak en interaksie faktore. Op 'n komplementêre manier, het elke metode' n groot aantal bruikbaarheidsprobleme geïdentifiseer.
Belangrike bevindings word saamgevat, en ontwerp riglyne is voorgestel wat die ontwikkeling van e-handel webwerwe fasiliteer wat gebruikerservaring bevorder. / Computing / M. Tech. (Information Technology)
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User research and opportunities for innovation : Exploring methods and toolsPurwanto, Alex January 2016 (has links)
First-class software engineering is no longer enough for an information system product to gain success on a market. Developing successful information system products has become a challenging practice that requires an understanding of those who are going to use the products. As product innovation has become the lifeblood of companies competing in the fast- paced IT industry, the end users have ultimately become those who determine the success of these type of products. User research is conducted to gather insights of users’ contexts, behaviors and feelings when using products. It can be practiced to explore how to create products and features that end users will find useful. This thesis examines how methods and tools used in user research can expose opportunities for innovation. The study was conducted by a literature study and a case study, where user research methods were put to practice to discover opportunities for creating a concept for a new product. Emphasis was also put on studying how to provide utility when developing a new product. The case study was performed over a four month period at an e- commerce company called Swiss Clinic in Stockholm, Sweden. The study shows that opportunities for innovation in user research occur in the interplay between business, user research discoveries and iterative design and that effective communication and artifacts play essential parts for innovating successfully.
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Jämförelse av Game User Experience Satisfaction i VR och på skärm / Comparison of Game User Experience Satisfaction in VR and on monitorEmin, Yad January 2020 (has links)
Syftet med denna masteruppsats var att undersöka skillnaden i Game User Experience Satisfaction (GUESS) vid användning av SimProv, både i VR (Oculus Rift) och på skärm. SimProv är en spelliknande klassrumssimulation. Studien avsåg även finna potentiella problem som användaren kunde stöta på under testsessionen. För att kunna undersöka och utvärdera detta behövde SimProv vidareutvecklas. Vidareutvecklingen utfördes genom att använda spelmotorn Unity med PlayMaker, som är ett visual scripting språk, tillsammans med att följa rekommendationer som finns för UI- och User experience-design för VR-spel. Inomgruppsdesign med 30 deltagare användes som testmetod. Hälften av deltagarna fick antingen börja med att spela på skärm eller i VR med Oculus Rift. Efter varje spelsession fick deltagarna fylla i den nya psykometrisk validerade skalan Game User Experience Satisfaction Scale (GUESS), som består av nio subskalor. Avslutningsvis kunde deltagarna fylla i två fritextfrågor genom ett digitalt formulär, om de potentiella problem de stött på vid respektive spelsession. Då GUESS är en ny skala har få studier av denna typ utförts. De få studier som har utförts pekar åt olika håll i frågan om spel bör utvecklas i VR eller inte. Resultaten från denna studie, som utfördes med tvåsidig hypotesprövning med t-test, visade inga signifikanta skillnader mellan VR och skärm. Endast en subskala, Play Engrossment, visade signifikant skillnad för VR. De textbaserade resultaten som analyserades med tematisk analys visade att majoriteten av deltagarna föredrog VR, men att alternativen i spelet upplevdes som begränsande. / The aim of this Master’s Thesis was to find out the difference in Game User Experience Satisfaction (GUESS) when using SimProv, both in VR (Oculus Rift) and on monitor. SimProv is a game-like classroom simulation. The purpose of this thesis was also to find potential problems that users may encounter during the test sessions. To assess and evaluate this, SimProv had to be furthered developed. This development was done using the game engine Unity and the visual scripting language PlayMaker in combination with following UI and UX design recommendations for VR games. A within subjects design with 30 participants was conducted. The users played either the monitor version or the VR version first, with no particular order. After each play session participants were asked to fill in the GUESS-scale, which is a newly developed and psychometrically validated scale that consists of 9 subscales. At the end of the play sessions participants could choose to answer two questions, through a digital form, about potential problems they may have encountered in both modalities. Since GUESS is a new scale few studies of evaluating VR versus monitor, using GUESS, have been conducted. The few studies that have been conducted showed no consensus in whether games should or should not be developed for VR. The inferential analysis with two-tailed paired samples t-tests in this study showed no significant difference between VR and monitor. The subscale Play Engrossment showed significant differences for VR. The text-based questions, that were analyzed with a thematic analysis, showed that the majority of the participants preferred VR. However, many participants felt that the answer options in the game where restricted.
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Nástroj pro podporu neformální specifikace pro mobilní zařízení / Tool for Informal Specification for Mobile DevicesRzyman, Daniel January 2013 (has links)
This thesis aims to design an effective solution of supportive tool in field of the informal specification. Solution is based on the application for mobile devices with touch screens, Apple iPad. Design of the final product is supported by many studies, in particular those analyzing field of the informal specification, technical features, user interfaces, implementation methods and user experience testing. Thesis defines functional requirements for application development accompanied by design and the implementation of three different graphical user interfaces. Important in this thesis is the evaluation of the user experience testing, which defines future development.
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Dopady zavedení web scale discovery systémů v akademických knihovnách / Impact of Web Scale Discovery Services in Academic LibrariesČejka, Marek January 2016 (has links)
This diploma thesis discusses a modern concept of information retrieval and search engines for libraries and other academic institutions. The concept named "web scale discovery" comprises of search engines, whose main characteristics lie in simplicity and user friendliness for the end users while maintaining all functional qualities of traditional research databases. Users can search in a wide variety of international research databases, and also in local sources of an institution that are combined within a large central index. The theoretical section presents definitions of web scale discovery, which conceptually set the new method of information retrieval within the field of information and library science. A graphic scheme of the basic functionality of a web scale discovery system is presented. Also discussed are requirements for a modern discovery system, an overview of the current situation in the Czech Republic, and a short characteristic of commercially available discovery systems. The theoretical part concludes with a literature review of selected foreign research, studying user satisfaction with the new solution, the impact on electronic and print resources in libraries, and usability testing. The practical part presents an original research study - usability testing of EBSCO Discovery...
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A participatory approach to the development of specifications for a 3D puzzle for visually impaired and sighted users / Utveckling av specifikationer för ett 3D-pussel, för användare med eller utan synnedsättning, med hjälp av deltagande designmetodikALEXANDRAKIS, VASSILIS January 2016 (has links)
Det finns begränsad tillgång till pussel för personer med synfel (inklusive blinda personer). För att undersöka behovet av potentiella användare i 3D kartpussel och identifiera deras preferenser, behov och krav, användes en kvalitativ metod som på engelska kallas ”participatory design”. Projektet utfördes i Kreta och alla deltagare kom från ön. Då Icke-standardiserade subjekt användes i forskningsprojektet användes lämpliga tillgängliga metoder och kommunikationsvägar för att anpassa studien för denna grupp. Stor vikt lades ner på bakgrundsstudier, inklusive intervjuer med experter och undersökning av befintligt material inom detta ämne. För att underlätta förståelsen av konceptet och skapa en gemensam referensram för alla deltagare gjordes funktionella 3D prototyper av kartpussel föreställande Kreta. Prototyperna gjordes i trä, antingen tall eller MDF. Därefter organiserades fokusgrupper och intervjuer. I fokusgrupperna deltog vuxna och barn med synnedsättning. Aktiviteterna var scenariokreation, utvärdering av användarvänlighet och en enkätundersökning som fylldes in av de som kunde (personer med tillräckligt god syn). Data som samlades analyserades med hjälp av kvalitativa och kvantitativa metoder. Resultatet av testerna visade potentiella användarvänlighetsproblem för prototyperna, de flesta relaterade till synskadade individers erfarenheter av linkande produkter. Dessutom identifierades deltagarnas preferenser och behov angående temat, storlek, material, typ av samband och andra faktorer av pusslet. Resultaten visar att osäkerhet eller brist på bekräftelse huruvida pusselbitarna var lagda rätt eller fel var den största svårigheten bland deltagare med synnedsättning. Den mest populära metoden för låsning av pusselbitarna bland de med synnedsättning var ”fit in a frame” och ”magnets”. Majoriteten av deltagarna uppmuntrade att lägga till färger på pusslet och markera olika städer. Sex av åtta deltagare var intresserade av att köpa pussel liknande det som de testat. Av 22 icke synskadade personer svarade nio av dem att det är möjligt att de skulle köpa pusslet och elva svarade att det är väldigt möjligt att de skulle köpa tredimensionella pussel. Mer än hälften såg färger som ett tilläggselement på pusslet. De två mest populära låsningsmetoderna var ”loose contact” och ”fit in a frame”. Angående materialvalet, togs trä emot väl av både synskadade och icke-synskadade testpersoner. Träprototyper var dock det enda tillgängliga under testet. Deltagare gav flera förslag angående temat, storlek och extra egenskaper för produkten. Det resulterade i att många idéer genererades under ”workshopen”. Utfall, problem och begränsningar relaterade till de använda metoderna diskuterades och rekommendationer för framtida studier gjordes. / There are a limited number of puzzles accessible to visually impaired people (including the blind population) and also limited 3D map-puzzles available in the market. In order to explore the interest of potential users in 3D map-puzzles and identify their preferences, needs and demands, a participatory design approach was adopted. The project took place in Crete and all participants came from the local population. Because of the non-standard population included in this research project (visually impaired people) accessible methods and means of communication had to be selected. Therefore an extensive background research was performed, including interviews with experts and a thorough study of existing knowledge and previous research in related fields. Aiming to facilitate understanding of the concept and to provide a common point of reference for all participants, functional prototypes of a 3D map-puzzle of the island of Crete were developed and manufactured. Prototypes were made of wood, either Pine or MDF. Subsequently, focus group and interview sessions were organized. Visually impaired and sighted, adults and children, participated in these sessions which included usability testing of the prototypes, scenario creation and a questionnaire (for the sighted participants). Data collected in the conducted sessions were analyzed using qualitative and quantitative methods. The results revealed usability problems of the prototypes and provided signs of potential problems, most of them related to the use of similar products by visually impaired individuals. Additionally, preferences and needs of the participants about the theme, the size, the material, the type of connection and other elements of the puzzle, were identified. According to the findings, the most severe problem, occurring when visually impaired participants tried to assemble the puzzle, was the uncertainty or “lack of confirmation” whether pieces were assembled in the right way or not. The most popular connection types among visually impaired participants were “fit in a frame” and “magnet”. Additionally, the majority of visually impaired participants were in favor of adding colors on the puzzle and marks for the different cities. Regarding buying interest, six out of eight visually impaired participants stated that they would buy a puzzle like the one they tested. Out of the twenty-two sighted participants, nine answered that it is “possible” and eleven answered that it is “highly possible” to buy a 3D map-puzzle. More than half of the sighted participants selected colors as an additional element on the puzzle while the two most popular connection types were “loose contact” and “fit in a frame”. Regarding the material of the puzzle, wood was well accepted by both sighted and visually impaired participants. However, only prototypes made from wood were available to the participants. Additionally, participants made various suggestions regarding the theme, the size and additional elements of a 3D puzzle. As a result, many ideas were produced during the sessions. Eventually, outcomes, problems and limitations related to the methods used during the study were discussed and recommendations for future work were made.
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A participatory approach to the development of specifications for a 3D puzzle for visually impaired and sighted users / Utveckling av specifikationer för ett 3D-pussel, för användare med eller utan synnedsättning, med hjälp av deltagande designmetodikALEXANDRAKIS, VASSILIS January 2016 (has links)
Det finns begränsad tillgång till pussel för personer med synfel (inklusive blinda personer). För att undersöka behovet av potentiella användare i 3D kartpussel och identifiera deras preferenser, behov och krav, användes en kvalitativ metod som på engelska kallas ”participatory design”. Projektet utfördes i Kreta och alla deltagare kom från ön. Då Icke-standardiserade subjekt användes i forskningsprojektet användes lämpliga tillgängliga metoder och kommunikationsvägar för att anpassa studien för denna grupp. Stor vikt lades ner på bakgrundsstudier, inklusive intervjuer med experter och undersökning av befintligt material inom detta ämne. För att underlätta förståelsen av konceptet och skapa en gemensam referensram för alla deltagare gjordes funktionella 3D prototyper av kartpussel föreställande Kreta. Prototyperna gjordes i trä, antingen tall eller MDF. Därefter organiserades fokusgrupper och intervjuer. I fokusgrupperna deltog vuxna och barn med synnedsättning. Aktiviteterna var scenariokreation, utvärdering av användarvänlighet och en enkätundersökning som fylldes in av de som kunde (personer med tillräckligt god syn). Data som samlades analyserades med hjälp av kvalitativa och kvantitativa metoder. Resultatet av testerna visade potentiella användarvänlighetsproblem för prototyperna, de flesta relaterade till synskadade individers erfarenheter av linkande produkter. Dessutom identifierades deltagarnas preferenser och behov angående temat, storlek, material, typ av samband och andra faktorer av pusslet. Resultaten visar att osäkerhet eller brist på bekräftelse huruvida pusselbitarna var lagda rätt eller fel var den största svårigheten bland deltagare med synnedsättning. Den mest populära metoden för låsning av pusselbitarna bland de med synnedsättning var ”fit in a frame” och ”magnets”. Majoriteten av deltagarna uppmuntrade att lägga till färger på pusslet och markera olika städer. Sex av åtta deltagare var intresserade av att köpa pussel liknande det som de testat. Av 22 icke synskadade personer svarade nio av dem att det är möjligt att de skulle köpa pusslet och elva svarade att det är väldigt möjligt att de skulle köpa tredimensionella pussel. Mer än hälften såg färger som ett tilläggselement på pusslet. De två mest populära låsningsmetoderna var ”loose contact” och ”fit in a frame”. Angående materialvalet, togs trä emot väl av både synskadade och icke-synskadade testpersoner. Träprototyper var dock det enda tillgängliga under testet. Deltagare gav flera förslag angående temat, storlek och extra egenskaper för produkten. Det resulterade i att många idéer genererades under ”workshopen”. Utfall, problem och begränsningar relaterade till de använda metoderna diskuterades och rekommendationer för framtida studier gjordes. / There are a limited number of puzzles accessible to visually impaired people (including the blind population) and also limited 3D map-puzzles available in the market. In order to explore the interest of potential users in 3D map-puzzles and identify their preferences, needs and demands, a participatory design approach was adopted. The project took place in Crete and all participants came from the local population. Because of the non-standard population included in this research project (visually impaired people) accessible methods and means of communication had to be selected. Therefore an extensive background research was performed, including interviews with experts and a thorough study of existing knowledge and previous research in related fields. Aiming to facilitate understanding of the concept and to provide a common point of reference for all participants, functional prototypes of a 3D map-puzzle of the island of Crete were developed and manufactured. Prototypes were made of wood, either Pine or MDF. Subsequently, focus group and interview sessions were organized. Visually impaired and sighted, adults and children, participated in these sessions which included usability testing of the prototypes, scenario creation and a questionnaire (for the sighted participants). Data collected in the conducted sessions were analyzed using qualitative and quantitative methods. The results revealed usability problems of the prototypes and provided signs of potential problems, most of them related to the use of similar products by visually impaired individuals. Additionally, preferences and needs of the participants about the theme, the size, the material, the type of connection and other elements of the puzzle, were identified. According to the findings, the most severe problem, occurring when visually impaired participants tried to assemble the puzzle, was the uncertainty or “lack of confirmation” whether pieces were assembled in the right way or not. The most popular connection types among visually impaired participants were “fit in a frame” and “magnet”. Additionally, the majority of visually impaired participants were in favor of adding colors on the puzzle and marks for the different cities. Regarding buying interest, six out of eight visually impaired participants stated that they would buy a puzzle like the one they tested. Out of the twenty-two sighted participants, nine answered that it is “possible” and eleven answered that it is “highly possible” to buy a 3D map-puzzle. More than half of the sighted participants selected colors as an additional element on the puzzle while the two most popular connection types were “loose contact” and “fit in a frame”. Regarding the material of the puzzle, wood was well accepted by both sighted and visually impaired participants. However, only prototypes made from wood were available to the participants. Additionally, participants made various suggestions regarding the theme, the size and additional elements of a 3D puzzle. As a result, many ideas were produced during the sessions. Eventually, outcomes, problems and limitations related to the methods used during the study were discussed and recommendations for future work were made.
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