• Title/Summary/Keyword: Usability Survey

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A Survey of Usability and User-Centered Design Practice in IT industry (IT업계에서의 사용성 및 사용자 중심설계에 관한 현황조사)

  • 지용구
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2003.11a
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    • pp.1231-1232
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    • 2003
  • This paper reports results of a recent survey of 184 Information Technology(IT) development practitioners and 90 User Interface (UI)/usability practitioners. This survey covered a broad range of issues including the respondents' profile, current development environment, usability and user-centered design (UCD) adoption issues in development, overall assessment of usability/UCD in Korea, and the most widely used methods and techniques. The results of this study are expected to provide an empirical basis for usability and UCD planning, training, adoption and execution in IT industry of Korea.

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A Survey of Usability and User-Centered Design Practice in IT Industry for Strategic Usability (IT 개발환경에서의 사용성 및 사용자 중심 설계의 전략적 접근을 위한 현황연구)

  • Ji, Yong-Gu
    • IE interfaces
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    • v.17 no.4
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    • pp.490-498
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    • 2004
  • This paper reports results of a recent survey of 184 Information Technology (IT) development practitioners and 90 User Interface (UI)/usability practitioners. This survey covered a broad range of issues including the respondents' profile, current development environment, usability and user-centered design (UCD) adoption issues in IT development practice, overall assessment of usability/UCD, and the most widely used usability/UCD methods and techniques. The results of this study are expected to provide an empirical basis for usability and UCD planning, training, adoption and execution in IT industry.

Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education (VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용)

  • Park, Taejung;Cha, Hyunjin
    • Journal of Information Technology Services
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    • v.21 no.2
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

UML-ITS Usability Evaluation of Intelligent Tutoring System

  • Sehrish Abrejo;Amber Baig;Mutee U Rahman;Adnan Asghar Ali
    • International Journal of Computer Science & Network Security
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    • v.23 no.3
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    • pp.123-129
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    • 2023
  • The most effective tutoring method is one-on-one, face-to-face in-person human tutoring. However, due to the limited availability of human tutors, computer-based alternatives have been developed. These software based alternatives are called Intelligent Tutoring Systems (ITS) which are used to tutor students in different domains. Although ITS performance is inferior to that of human teachers, the field is growing and has recently become very popular. User interfaces play key role in usability perspective of ITS. Even though ITS research has advanced, the majority of the work has concentrated on learning sciences while mostly disregarding user interfaces. Because of this, the present ITS includes effective learning modules but a less effective interface design. Usability is one approach to gauge a software's performance, while "ease of use" is one way to assess a software's quality. This paper measures the usability effectiveness of an ITS which is designed to teach Object-Oriented (OO) analysis and design concepts using Unified Modeling Language (UML). Computer Supported Usability Questionnaire (CSUQ) survey was conducted for usability evaluation of UML-ITS. According to participants' responses to the system's usability survey, all responses lie between 1 to 3 scale points which indicate that the participants were satisfied and comfortable with most of the system's interface features.

Measuring the Usability of Shopping Mall Web Sites Using Verbal Protocol Analysis (언어적 프로토콜 분석을 이용한 쇼핑몰 웹사이트 사용성 측정방법에 관한 연구)

  • Cho, Hwi-Hyung;Hong, Il-Yoo
    • The Journal of Information Systems
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    • v.18 no.3
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    • pp.111-134
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    • 2009
  • Today many owners of Web sites are looking to user's satisfaction survey as a key means of measuring the usability of a Web site. While it is preferred for it simplicity and ease of use, this survey method is not without potential risks. This paper focuses on showing that the existing practice of questionnaire-based usability measurement is subject to human recall errors, and that such flaws can be reduced when the questionnaire survey is followed by the users hands-on experience of the site. An empirical study was conducted, and the results indicate that the above speculation holds true. Even if respondents felt highly confident about their responses on a recall survey, a hands-on experience with a focal Web site increased the extent to which the respondents were satisfied with the shopping mall site. This indicates that a user's perception of the quality of a Web site may be distorted or lost as time goes by. In addition, the findings have shown that the use of the verbal protocol analysis method can reveal critical information that can help track the root causes of Web site usability problems, thereby helping to develop site enhancement strategies. The paper concludes with directions for future research.

Quantitative Analysis of Construction Site Layout: A Usability Evaluation Study (건설현장배치 수준의 정량적 평가: 사용성평가 방법을 활용하여)

  • Park, Seonghun;Kim, Tae Wan;Son, Bosik
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.5
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    • pp.34-42
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    • 2022
  • Construction site layout is attracting attention as efficient use of construction site space greatly affects the duration and cost of the overall construction. Therefore, there are many studies that automate and optimize construction site layout planning. However, the usability of construction site, which consists of goal variables of the studies, has still been unknown. Therefore, the authors present the evaluation criteria for usability of construction site layout and evaluate the usability of domestic construction sites through user survey. Furthermore, the difference in usability between construction site managers and construction site workers was confirmed. As a result of the survey, domestic construction site layout had a low effectiveness and had the lowest score in the environment category. In addition, construction site workers scored lower overall than construction site managers. Through such usability evaluation results, it contributed to the construction site layout theory by assessing current construction site layout practice and suggesting an improvement direction for automating site layout planning.

Usability Evaluation of Mobile Banking Applications in Digital Business as Emerging Economy

  • Hamid, Khalid;Iqbal, Muhammad Waseem;Muhammad, Hafiz Abdul Basit;Fuzail, Zubair;Ghafoor, Zahid Tabassum;Ahmad, Sana
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.250-260
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    • 2022
  • Mobile Banking Applications (MBAPs) is one of the recent fads in mobile trading applications (Apps). MBAPs permit users to execute exchanges of money and many more whenever it might suit them; however, the primary issue for mobile banking Apps is usability. Hardly any investigation analyzes usability issues dependent on user's age, gender, exchanging accomplices, or experience. The purpose of this study is to determine the degree of usability issues, and experience of mobile banking users. The survey employs a quantitative method and performs user experiment on 240 participants with six different tasks on the application's interface. The post experiment survey is done with concerning participants. On the other hand, banking experts and Information Technology (IT) expert's group is also involved after the experiment. Expert's opinions about existing mobile banking Apps and suggestions for improving usability of MBAPs are collected through physical means (like questionnaire and interview) and online means like Google form. After that comparison of the opinions of users and experts about MBAPs is performed. The experimentation measures the tasks usability of various mobile banking apps with respect to its effectiveness, efficiency, trustfulness, learnability, memorability and satisfaction. The usability testing was led at different Universities and the outcomes acquired show that there are privacy and trust issues with their mobile banking apps. There is also a gap between users and experts which should be minimized by applying customized usability models, modes concept like other application software and also by adding complete features of banking in MBAPs. It will benefit mobile banking apps users, developers and usability engineers by providing user-friendly which are up to the mark of user's requirements.

Usability Test for Motion Tracking Gait Assistive Walker

  • Daon Hwang;Ki Hun Cho
    • Journal of Korean Physical Therapy Science
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    • v.30 no.4
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    • pp.1-8
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    • 2023
  • Background: This study evaluates the usability of the Motion-Tracking Gait Assistive Walker (MTGAW) designed for elderly individuals and those with disabilities, identifying areas for improvement through interviews with physical and occupational therapists. Design: A survey study involves the usability test for MTGAW. Methods: Usability evaluations were conducted with 37 physical therapists and occupational therapists. The process included explanation, product usage, satisfaction surveys, and interviews. A satisfaction survey covering 19 items across safety, maneuverability, usability, and management areas was administered. Individual interviews identified areas for improvement. Results: Overall, high satisfaction was reported across the four areas, but interviews highlighted the need for improvements, such as addressing discomfort due to slow speed and enhancing safety measures to prevent rear-end falls. Adjusting the walker's height and width to suit the user's physique was also suggested. Conclusion: MTGAW enhances walking support and hand movement freedom but needs refinement in speed control, fall prevention, and customization based on the user physique. Future efforts should focus on developing an improved MTGAW, considering recommendations from physical therapy experts, and conducting studies to analyze its clinical effectiveness for commercialization.

A Study of Web Navigation Design to Improve Usability of Old-aged Users (고령자의 사용편의성을 위한 웹 네비게이션 디자인에 관한 연구)

  • Bae, Yoon-Sun;Lee, Hyun-Ju
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.129-140
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    • 2006
  • In this study, I would like to suggest a new model of web navigation design which can enhance old-aged users web usability. I would like to prove that when users enjoy web navigation design, older-users access information much more effectively. Using a survey, suggest some types of web navigation designed for old-aged users. After that, based on the result of the prepatory survey, I conducted an experiment with 4 types of web navigation designs, which have been developed to reflect varying stages of comprehensibility. My survey focused three points. First I tested whether they lost their way while searching for information. Secondly, if they did lose their way, I checked whether they could recover from their errors and find their way back. Thirdly, I investigated whether layout, location and size of the web navigation design factors affected usability. The results of my survey indicated that old-aged users spend the shortest time, have the easiest interface, and have least error incidence under the web navigation design to enhance old-aged users web usability.Thus, developing a web navigation design for old-aged users can encourage older people to be more involved with the internet, especially in the aging society.

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Development of Evaluation Perspective and Criteria for the DataON Platform

  • Kim, Suntae
    • Journal of Information Science Theory and Practice
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    • v.8 no.2
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    • pp.68-78
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    • 2020
  • This study is a preliminary study to develop an evaluation framework necessary for evaluating the DataON platform. The first objective is to examine expert perceptions of the level of DataON platform construction. The second objective is to evaluate the importance, stability, and usability of DataON platform features over OpenAIRE features. The third objective is to derive weights from the evaluation perspective for future DataON platform evaluation. The fourth objective is to examine the preferences of experts in each evaluation perspective and to derive unbiased evaluation criteria. This study used a survey method for potential stakeholders of the DataON platform. The survey included 12 professionals with at least 10 years of experience in the field. The 57 overall functions and services were measured at 3.1 out of 5 for importance. Stability was -0.07 point and usability was measured as -0.05 point. The 42 features and services scored 3.04 points in importance. Stability was -0.58 points and usability was -0.51 points. In particular, the stability and usability scores of the 42 functions and services provided as of 2018 were higher than the total functions were, which is attributed to the stable and user-friendly improvement after development. In terms of the weight of the evaluation point, the collection quality has the highest weight of 27%. Interface usability is then weighted 22%. Subsequently, service quality is weighted 19%, and finally system performance efficiency and user feedback solicitation are equally weighted 16%.