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1 – 10 of over 1000Joyce Galletta DeStasio and Eric Jeitner
The purpose of this paper is to share the process, findings and conclusions from one library’s iterative usability study of its website design to inform other libraries as they…
Abstract
Purpose
The purpose of this paper is to share the process, findings and conclusions from one library’s iterative usability study of its website design to inform other libraries as they perform their own assessments.
Design/methodology/approach
A task-completion usability study was conducted with eight undergraduate students across two iterations: the first gauged the usability of a redesigned library website and the second gauged the effectiveness of the first iteration’s findings.
Findings
We found that users performed better when the site provided multiple access points to the same information, displayed a prominent chat feature, limited the amount of text on a given page and avoided library jargon. Not only was the second round of testing important for confirming that first-round recommendations were effective but also it proved useful in catching a problem with the site that was unintentionally created during the time between tests.
Research limitations/implications
No demographic data were collected during the study, thus hindering our ability to analyze our users through these data points.
Originality/value
This study demonstrates the value of iterative usability testing, especially when untested changes made between site versions may produce usability issues.
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Di Wang, Deborah Richards, Ayse Aysin Bilgin and Chuanfu Chen
To address the key problem of lack of use in the advancement of open government data (OGD) portals from the aspect of good usability, which is an essential prerequisite to the…
Abstract
Purpose
To address the key problem of lack of use in the advancement of open government data (OGD) portals from the aspect of good usability, which is an essential prerequisite to the acceptance and usage of a portal, this paper aims to develop a usability framework including design principles and criteria for OGD portals and to discover problems in the present usability design.
Design/methodology/approach
This study builds the usability framework by extending usability principles for general websites to address the specific needs of OGD portals. Criteria for each principle are developed accordingly based on the literature. A comparative heuristic evaluation involving five expert evaluators and 13 Chinese province-level OGD portals has been carried out to test the capability of the usability framework.
Findings
A usability framework with 24 principles and 63 criteria has been built. The heuristic evaluation shows OGD portals performed better in meeting general principles than the OGD portals specific ones. Insufficient help functions weakened OGD portals' usability. Similarities and differences were found of Chinese OGD portals compared with similar studies in the United States.
Originality/value
This paper proposed a usability framework for OGD portals and proved its capability in recognizing usability problems and its causes by carrying out a comparative heuristic evaluation in China. By comparing the evaluation results with other studies in the United States, the findings and lessons learnt in this study can thus be shared across international borders.
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Shamima Yesmin and Md. Atikuzzaman
This study aims to investigate the usability of a public university website for measuring its efficiency, users’ satisfaction or anxiety while searching for and retrieving…
Abstract
Purpose
This study aims to investigate the usability of a public university website for measuring its efficiency, users’ satisfaction or anxiety while searching for and retrieving information through different devices.
Design/methodology/approach
A task-based approach was adopted for the study. Twenty-eight participants were asked to complete 11 information-searching tasks on the website. The participants were divided into two groups. The tasks were carried out by members of each group, using desktop and mobile devices in a rotating fashion. Volunteers observed the participants' actions and recorded information regarding their productivity, time usage (using a timer), satisfaction or annoyance while performing each task. Finally, based on the use of the devices, a comparison was established between the participants' performance accuracy, efficiency and anxiety.
Findings
The study provides an overview of a task-based user experience carried out on the university website using a combination of qualitative and quantitative research methods. According to the results, participants' satisfaction levels were generally high, and their anxiety levels were low while completing the tasks on a mobile device. In comparison to the desktop, it took less time overall to complete all tasks. On the other hand, using a desktop computer (97.1%) resulted in better task completion success rates for participants than using a mobile device (85.7%).
Originality/value
No previous task-based evaluation study of this kind has been conducted to assess the usability of any university website in Bangladesh.
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Mingming Zhang, Guanhua Hou and Yeh-Cheng Chen
The purpose of this study is to explore the impact of mobile learning platforms on users' study efficiency and develop cognitive indicators to evaluate users' study efficiency on…
Abstract
Purpose
The purpose of this study is to explore the impact of mobile learning platforms on users' study efficiency and develop cognitive indicators to evaluate users' study efficiency on mobile learning platforms.
Design/methodology/approach
Layout style was the only independent factor that was investigated. A between-group experimental design was employed. Eye movement data were recorded during the experiment, following which participants were asked to complete an after-scenario questionnaire. This study evaluated the usability of the proposed new design using both subjective and objective data. The computer system usability questionnaire V3 (CSUQ) was used to measure subjective data. For the eye-tracking measure, gaze entropy, the proportion of fixation count and duration of each AOI were calculated. Gaze entropy reflects the complexity of information organization. Fixation counts and AOI duration represent the difficulty of information processing and attention distribution, respectively during the task.
Findings
The results indicated that interface layout presents significant effects on user's learning efficiency, usability and cognitive load. Sequential layout improved efficiency and satisfaction among participants and reduced information complexity. The results provided useful insights for designers whose goal is to improve user's learning efficiency under mobile learning scheme.
Originality/value
This study investigated the effects of interface layout on usability, user performance and cognitive load using subjective ratings and eye-tracking technology. Gaze entropy was used to measure the complexity of information organized by the interface design. Fixation count and duration proportion were used to identify the difficulty of information processing and distinguish users' distribution of cognitive resources. The results indicated that a vertical layout panel design was more efficient than a horizontal layout panel design. The design implications of the eye tracking indicators and research results were then summarized. This study is expected to encourage designers to optimize their design proposals using eye tracking testing.
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Lucas Melchiori Pereira and Sheila Walbe Ornstein
Properly allocating an organization's activities within a building is vital to reducing the relational complexity arising from process–environment interactions. Multiple…
Abstract
Purpose
Properly allocating an organization's activities within a building is vital to reducing the relational complexity arising from process–environment interactions. Multiple relationships are mapped, and certain interferences are only identified after these have been processed. The method/software employed for this task is Mapping Activity Environment Allocation (MAEA). However, data input and interpretation of results depend on the usability conditions of the organization's agents. This paper presents MAEA's usability test results.
Design/methodology/approach
Test sessions and interviews were carried out with seven agents registered at a University Hospital. Participants were instructed to think aloud during its use, and immediately afterward, responded to semi-structured interviews. Test sessions were audio recorded and screen captured.
Findings
Participants found the software easy to use and pointed out valuable implications for professional and academic use. In addition to relationship, priority and parallelism data, customized visualizations were created, including organizational charts, flowcharts and activity flow routes on the floor plan.
Practical implications
MAEA's simplicity allows non-designers to conduct evidence-based assessments and decisions. It allows designers to test their proposals during the programming and outline proposal stages.
Social implications
A more detailed definition of design requirements from the beginning increases the conditions to successfully achieve project goals.
Originality/value
The ability to map the allocation of activity-spaces in the pre-design phase of building architecture allows for early identification of interactions, aiding in the development of more robust project requirements during programming.
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Wanyu Pei, Tian Tian Sky Lo and Xiangmin Guo
Ancient Chinese architecture is famous for its wooden frame structure and unique position in world architecture history. As numerous types of components and complex combinations…
Abstract
Purpose
Ancient Chinese architecture is famous for its wooden frame structure and unique position in world architecture history. As numerous types of components and complex combinations exist, the overall structural system and how they are interlocked have always been crucial but challenging parts of the study. Students find it hard to understand and remember the concepts using traditional 2D paper media, making such knowledge unattractive to pass on to the new generation. To overcome the challenges, this research aims to examine the effect of combining Virtual Reality (VR) with digital interaction games in learning structural characteristics (dougong) of ancient Chinese architecture.
Design/methodology/approach
This research develops an interactive cognitive system in the VR environment based on constructivist theory to improve the learning approach of ancient Chinese architecture. Applying an experimental procedure, the feedback of an experimental group using the VR cognition system and a control group using traditional learning 2D media are collected to examine the differences in learning effectiveness and user experience.
Findings
This study develops an interactive cognitive system to aid in learning the structural system of ancient Chinese architecture. The results indicate that integrating VR and interactive learning games can increase students' positive attitudes and learning effectiveness towards ancient Chinese architecture.
Originality/value
This study integrates VR technology and interactive games to improve the learning approach. It examines the effect of applying the concept of human–computer interaction in learning ancient Chinese buildings. The concept of designing the interactive cognitive system is expected to guide students gradually to be the main body of learning and stimulate their learning enthusiasm and motivation.
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Younghwan Kim and Hyunseung Lee
This study aims to develop a safe, wearable clothing system that combines visibility-enhancing and emergency–accident-responding functions for two-wheeled vehicle (TWV) users'…
Abstract
Purpose
This study aims to develop a safe, wearable clothing system that combines visibility-enhancing and emergency–accident-responding functions for two-wheeled vehicle (TWV) users' safety assistance.
Design/methodology/approach
First, the wearable system (WS) allowing users to control turn signals, brake lights and emergency flasher only with head movements was developed. Second, multiconnected systems were developed between WSs and a smartphone application (AS), providing accident occurrence recognition, driving photo capture–storage and emergency notification functions. Third, usability testing in each function was performed to assess the operability of the systems.
Findings
The intuitive interface, which uses head movement as gesture commands, was effectively operated for controlling turn signals, brake lights and emergency flasher when driving, despite differences in user physique and boarding structure among TWVs. In addition, using Bluetooth low energy and Wi-Fi protocols simultaneously can establish automatic accident recognition–notification and driving photo capture–storage–display functions by linking two WSs with one AS.
Research limitations/implications
This study presents a case using relatively accessible technologies within the fashion industry to improve users' safety and provide fundamental data for convergence education for smart fashion products, highlighting the significance of this study in this convergence era.
Originality/value
The WSs and the AS of a TWV user visually evoke the attention of other drivers and pedestrians, reducing the risk of accidents; social contribution regarding public safety will be possible by allowing the system to autonomously inform emergencies and receive emergency medical treatment quickly when the accident occurred.
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Dezhi Li, Huan Zhou, Shenghua Zhou, Guanying Huang, Xiaoming Ma, Yongheng Zhao, Wentao Wang and S. Thomas Ng
The study aims to pioneer an innovative approach for the evaluation of government portal websites (GPWs) by introducing an eye-tracking-based method. The research meticulously…
Abstract
Purpose
The study aims to pioneer an innovative approach for the evaluation of government portal websites (GPWs) by introducing an eye-tracking-based method. The research meticulously pinpoints and analyses the distinct usability issues and challenges that users encounter while navigating and interacting with GPWs.
Design/methodology/approach
This study devises an eye-tracking-based GPW usability evaluation approach, which focuses on the major functions (i.e. government information disclosure, government services and interactive responses) of GPWs. An Entropy Weighted Technique for Order Preference by Similarity to an Ideal Solution (EW-TOPSIS) method is employed to process eye-tracking indicator results for deriving GPW usability results.
Findings
The proposed approach is demonstrated to assess the usability of 12 GPWs in pilot smart cities in China, and it is found that most GPWs have lower-than-average usability. GPWs with low usability require more cognitive load that exhibit increased fixation and saccade. The comparisons among the GPW usability results from (1) the eye-tracking experiment, (2) questionnaire surveys and (3) the ready-made performance evaluation report validate the effectiveness of eye-tracking-based GPW usability evaluation.
Originality/value
The work contributes to shifting the GPW usability evaluation approach from a subjective judgment paradigm to an objective paradigm, as well as provides implications for enhancing GPW usability, including improving search function, reducing website complexity and prioritizing user needs.
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Xenia J. Mamakou, Panagiotis Zaharias and Maria Milesi
The purpose of this study is to explore the interplay between electronic service quality, user experience (UX) and overall customer satisfaction. Additionally, it aims to assess…
Abstract
Purpose
The purpose of this study is to explore the interplay between electronic service quality, user experience (UX) and overall customer satisfaction. Additionally, it aims to assess the suitability of E-S-QUAL and UX metrics within the cultural context of Greece.
Design/methodology/approach
Data were collected from 310 Internet users based on their last online purchase from an e-retail website. To evaluate the conceptual model, the authors used partial least squares structural equation modeling (PLS-SEM).
Findings
The findings of this study validate the scales' reliability and validity in the realm of electronic commerce (e-commerce) in Greece. The findings also emphasize the favorable association between e-service quality and UX with overall satisfaction, while indicating that e-service quality plays a partial mediating role in the relationship between UX and customer satisfaction.
Originality/value
The authors' study enhances the existing theory by introducing a new multi-dimensional conceptual framework that illuminates the relative importance of the dimensions within the scales. Additionally, it offers valuable insights into the impacts of e-service quality and UX on overall satisfaction, providing managers and practitioners with a tool to evaluate the quality of their electronic services and make necessary adjustments to meet the needs of their customers.
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Sharyn Rundle-Thiele, Taylor Jade Willmott, Nadine McKillop, Pamela Saleme Ruiz and Anna Kitunen
Recognising current, significant rates of youth sexual violence and abuse (YSVA) and the need for more comprehensive prevention approaches to combat this social issue, new…
Abstract
Purpose
Recognising current, significant rates of youth sexual violence and abuse (YSVA) and the need for more comprehensive prevention approaches to combat this social issue, new approaches are required to ensure that agency is given to the people who are most affected and who know their lives the best. This paper aims to report a youth-led (Young Voices United [YVU] Committee) participatory design approach aimed at delivering the highest level of engagement to understand what people agree is needed to reduce YSVA in their own communities.
Design/methodology/approach
The seven-step co-design (Trischler et al., 2019) process was implemented following ethical clearance. Over five months, 13 group co-design sessions involving 102 young people aged 12–25 years, 17 parents/caregivers (including young mums) and 9 teacher/guidance officers were conducted. Purposive sampling was undertaken to ensure that young people who had previously experienced YSVA or were most at risk of experiencing YSVA were overrepresented. Convenience sampling was used to gain wider community involvement in co-design. Four sessions were facilitated by YVU members, who were aged between 12 and 25 years, and more than 66 people helped the design team. Inductive thematic analysis identified emergent themes across completed co-design sessions.
Findings
New ideas and solutions to prevent YSVA can be identified by young people who have previously experienced violence, carers, other young people and community members. A core finding in this study is the need for positive relationship role models and an enhanced understanding of consent. Education and training, a community promotional campaign, sector involvement, capacity-building and consideration of the unique needs of different target audiences were key ideas emerging from youth-led co-design. The YVU Committee provided recommendations for resource prioritisation.
Social implications
This youth-led co-design process empowered the community. Project stakeholders have since formed partnerships won funding and used that funding to co-design and trial a new programme aiming to provide a safe haven for young people at risk of YSVA. The pilot programme delivers a safe and supportive environment for young people delivered at a time when it is needed most. Other geographical areas are now seeking to replicate the programme. The co-design processes and tools detailed in this study can be adapted to the design of programmes for those already engaged with the youth justice system and should be considered as part of a public health approach to effectively prevent and respond to YSVA and other youth crimes.
Originality/value
This paper advances understanding, providing a practical approach that ensures youth views are given weight [audience and influence described in Lundy’s (2007) participatory framework]. This paper explains how the YVU Committee, established at the commencement of the project, oversaw the community co-design effort, which followed Trischler et al.’s (2019) seven-step co-design process. Ideas were generated, and consensus views were consolidated, delivering the highest level of engagement according to Willmott et al.’s (2022) methodology, agent of change, training and engagement taxonomy. The participatory design method led to high levels of community engagement, and the success of the project is attributed to the establishment of the YVU Committee and stakeholder support.
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