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1 – 10 of 756Shamima 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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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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Bimal Aklesh Kumar, Sailesh Saras Chand and Munil Shiva Goundar
Mobile learning has seen tremendous growth over the years. Like any other software application, usability is one of the key concerns in its successful implementation. There is a…
Abstract
Purpose
Mobile learning has seen tremendous growth over the years. Like any other software application, usability is one of the key concerns in its successful implementation. There is a lack of study that provides a comprehensive overview of usability testing of mobile learning applications. Motivated by this a mapping study is conducted.
Design/methodology/approach
A systematic mapping study was conducted using 51 papers retrieved from the Scopus database published between 2005 and 2022 that reported on usability testing of mobile learning applications.
Findings
The key findings suggest that research is expected to expand in the near future. User-based testing is the commonly used method, while data are collected mainly through questionnaires, observation and interviews. Testing is mainly conducted in a controlled environment.
Originality/value
The study provides (1) an evidence-based discussion on usability testing of mobile learning applications, (2) an up-to-date map on state of the art on usability testing of mobile learning applications and (3) providing direction for further research to scientifically strengthen the field.
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Bimal Aklesh Kumar and Sailesh Saras Chand
Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ…
Abstract
Purpose
Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications.
Design/methodology/approach
The UEQ was developed in four stages: selecting primary studies and extracting usability problems, thematic analysis, creating UEQ items and validation and reliability using confirmatory factor analysis (CFA).
Findings
CFA to derive the model fit was computed using AMOS to test the construct validity. The model-fit values were within their respective expected acceptance levels. To assess the reliability of the instrument item loadings, the internal consistency coefficients such as Cronbach’s alpha, McDonald’s Omega and composite reliability were considered. Indicator loadings ranged between 0.735 and 0.933, fulfilling the threshold of above 0.7.
Originality/value
The study provides a novel UEQ for mobile learning applications, which can be used by developers and in academic research to assess mobile learning applications.
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Fábio Matoseiro Dinis, Raquel Rodrigues and João Pedro da Silva Poças Martins
Despite the technological paradigm shift presented to the architecture, engineering, construction and operations sector (AECO), the full-fledged acceptance of the building…
Abstract
Purpose
Despite the technological paradigm shift presented to the architecture, engineering, construction and operations sector (AECO), the full-fledged acceptance of the building information modelling (BIM) methodology has been slower than initially anticipated. Indeed, this study aims to acknowledge the need for increasing supportive technologies enabling the use of BIM, attending to available human resources, their requirements and their tasks.
Design/methodology/approach
A complete case study is described, including the development process centred on design science research methodology followed by the usability assessment procedure validated by construction projects facility management operational staff.
Findings
Results show that participants could interact with BIM using openBIM processes and file formats naturally, as most participants reached an efficiency level close to that expected for users already familiar with the interface (i.e. high-efficiency values). These results are consistent with the reported perceived satisfaction and analysis of participants’ discourses through 62 semi-structured interviews.
Originality/value
The contributions of the present study are twofold: a proposal for a virtual reality openBIM framework is presented, particularly for the semantic enrichment of BIM models, and a methodology for evaluating the usability of this type of system in the AECO sector.
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