1) The document summarizes a research paper that investigated how inserting lockout tasks of varying difficulties (typing a number) when launching certain smartphone apps could influence users' decisions to use those apps.
2) A preliminary study and main 3-week study with 40 participants tested lockout tasks requiring typing 0, 10, or 30 digits before accessing apps like browsers, social media, and games.
3) Results showed lockout tasks significantly reduced app usage, with harder tasks reducing use more. Interviews found task difficulty, time availability, and context influenced non-use decisions.
The purpose of the current study is to propose discriminated management strategies for mobile
learning environments after observing the effects of mobile self-efficacy on performance
expectancy and effort expectancy, the social influence on intention of use, and the effects of
facilitating conditions and intention of use on learners' actual use of mobile learning by adding
mobile self-efficacy to the UTAUT model proposed by Venkatesh et al. (2003). We established
hypotheses to determine whether mobile self-efficacy, performance expectancy, effort
expectancy, social influence, and facilitating conditions affect intention of use and whether
intention of use affects actual use. Results showed that when mobile self-efficacy and
performance expectancy is higher, so is the intention of using mobile learning services. It was
confirmed that the factors had significant indirect effects on the actual use by mediating the
intention of use and that the intention of use directly affected actual use. However, the current
research reported that effort expectancy, social influence, and facilitation conditions did not
have significant effects on the intention of using mobile learning services. These results will
contribute substantially to the design of effective mobile learning environments.
The document describes the Empathic Companion, an animated interface agent that recognizes a user's affective states in real-time through physiological sensors and addresses the user's emotions through empathetic feedback. An exploratory study found that the Empathic Companion had a positive effect on reducing a user's stress levels when answering interview questions, though an overall positive impact was not clearly shown. The paper discusses related work on using physiological data to track interface impact, reflect user affect, adapt interfaces based on affect, address user affect with agents, learn predictive user models, and disambiguate dialogue acts.
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
1) The document discusses trends in using mobile technologies to record and study people's daily behaviors and contexts. 2) It describes traditional survey and diary study methods and their limitations in capturing real-world behaviors. 3) Mobile sensing and experience sampling methods enabled by mobile devices can overcome these limitations by collecting data in situ. 4) Recent trends include combining mobile logging with diary studies, using wearable cameras for lifelogging, context-triggered experience sampling, and leveraging mobile data for anticipatory systems and behavior change interventions.
This document summarizes a research paper on a context-aware recommender system that incorporates dynamic weather data. The system, called South Tyrol Suggests, recommends points of interest to users based on their preferences and the current weather conditions at each location. An experimental user study found that the weather-aware recommendations improved users' perceived recommendation quality and choice satisfaction compared to a variant without weather context. Future work could include more analysis of the system's performance and additional testing with more users and data.
There is an increasing interest in exploiting mobile sensing technologies and machine learning techniques for mental health monitoring and intervention. Researchers have effectively used contextual information, such as mobility, communication and mobile phone usage patterns for quantifying individuals’ mood and wellbeing. In this paper, we investigate the effectiveness of neural network models for predicting users’ level of stress by using the location information collected by smartphones. We characterize the mobility patterns of individuals using the GPS metricspresentedintheliteratureandemploythesemetricsasinputtothenetwork. We evaluate our approach on the open-source StudentLife dataset. Moreover, we discuss the challenges and trade-offs involved in building machine learning models for digital mental health and highlight potential future work in this direction.
User Involvement in Software Evolution Practice: A Case StudyDennis Pagano
This document summarizes the findings from interviews with 5 developers about their practices for involving users during software evolution. It finds that user feedback comes from various scattered sources and is not systematically collected. Developers analyze feedback manually to prioritize tasks, but face challenges from the large quantity and quality of natural language feedback. They require tools to better consolidate, structure, analyze and track large amounts of user feedback to aid decision making during software evolution.
The purpose of the current study is to propose discriminated management strategies for mobile
learning environments after observing the effects of mobile self-efficacy on performance
expectancy and effort expectancy, the social influence on intention of use, and the effects of
facilitating conditions and intention of use on learners' actual use of mobile learning by adding
mobile self-efficacy to the UTAUT model proposed by Venkatesh et al. (2003). We established
hypotheses to determine whether mobile self-efficacy, performance expectancy, effort
expectancy, social influence, and facilitating conditions affect intention of use and whether
intention of use affects actual use. Results showed that when mobile self-efficacy and
performance expectancy is higher, so is the intention of using mobile learning services. It was
confirmed that the factors had significant indirect effects on the actual use by mediating the
intention of use and that the intention of use directly affected actual use. However, the current
research reported that effort expectancy, social influence, and facilitation conditions did not
have significant effects on the intention of using mobile learning services. These results will
contribute substantially to the design of effective mobile learning environments.
The document describes the Empathic Companion, an animated interface agent that recognizes a user's affective states in real-time through physiological sensors and addresses the user's emotions through empathetic feedback. An exploratory study found that the Empathic Companion had a positive effect on reducing a user's stress levels when answering interview questions, though an overall positive impact was not clearly shown. The paper discusses related work on using physiological data to track interface impact, reflect user affect, adapt interfaces based on affect, address user affect with agents, learn predictive user models, and disambiguate dialogue acts.
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
1) The document discusses trends in using mobile technologies to record and study people's daily behaviors and contexts. 2) It describes traditional survey and diary study methods and their limitations in capturing real-world behaviors. 3) Mobile sensing and experience sampling methods enabled by mobile devices can overcome these limitations by collecting data in situ. 4) Recent trends include combining mobile logging with diary studies, using wearable cameras for lifelogging, context-triggered experience sampling, and leveraging mobile data for anticipatory systems and behavior change interventions.
This document summarizes a research paper on a context-aware recommender system that incorporates dynamic weather data. The system, called South Tyrol Suggests, recommends points of interest to users based on their preferences and the current weather conditions at each location. An experimental user study found that the weather-aware recommendations improved users' perceived recommendation quality and choice satisfaction compared to a variant without weather context. Future work could include more analysis of the system's performance and additional testing with more users and data.
There is an increasing interest in exploiting mobile sensing technologies and machine learning techniques for mental health monitoring and intervention. Researchers have effectively used contextual information, such as mobility, communication and mobile phone usage patterns for quantifying individuals’ mood and wellbeing. In this paper, we investigate the effectiveness of neural network models for predicting users’ level of stress by using the location information collected by smartphones. We characterize the mobility patterns of individuals using the GPS metricspresentedintheliteratureandemploythesemetricsasinputtothenetwork. We evaluate our approach on the open-source StudentLife dataset. Moreover, we discuss the challenges and trade-offs involved in building machine learning models for digital mental health and highlight potential future work in this direction.
User Involvement in Software Evolution Practice: A Case StudyDennis Pagano
This document summarizes the findings from interviews with 5 developers about their practices for involving users during software evolution. It finds that user feedback comes from various scattered sources and is not systematically collected. Developers analyze feedback manually to prioritize tasks, but face challenges from the large quantity and quality of natural language feedback. They require tools to better consolidate, structure, analyze and track large amounts of user feedback to aid decision making during software evolution.
This document presents a case study on using hand gesture recognition with the MYO armband to navigate maps in the Apple Maps application. A questionnaire was used to assess the usability and ergonomics of this approach. The System Usability Scale score was 49.25, below the acceptable threshold of 64. Participants found the gestures difficult to learn and use, though they felt comfortable performing them. They indicated that the MYO did not improve their ability to perform gestures and that using it caused stress and effort. The study concluded that while wearable devices have potential for controlling maps, the MYO and Apple Maps software need improvements to optimize gesture accuracy and reduce fatigue.
UI/UX integrated holistic monitoring of PAUD using the TCSD methodjournalBEEI
User interface (UI)/user experience (UX) is one part of the stages in the development of the system to produce interactive and attractive web-based application layouts so that it is easy to understand and use by users. In this research, a case study was conducted on early childhood in PAUD Kuntum Mekar. The design of the UI/UX model for holistic integrative PAUD monitoring becomes one of the solutions to help parents and teachers. The method used to design UI/UX is the task centered system design (TCSD) approach starting from the stages; 1) identification scope of use, 2) user centered requirement analysis, 3) design and scenario, and 4) walkthrough evaluate, the method used for system testing is user satisfaction, and heuristic usability. The purpose of this study is the UI/UX design with TCSD can provide valid data needs of each actor based on the assignment and design of the story board of the developed system. The results of this research are UI/UX model design for integrative holistic PAUD monitoring application.
Metrics in usability testing and user experiencesHim Chitchat
The document discusses various metrics for measuring usability (UT) and user experience (UX). It presents 11 questionnaires that measure factors like task load, usability, user experience, trust in automated systems, and consumer emotion. The questionnaires assess metrics such as task success rates, error rates, satisfaction levels, system usability, and perceptions of usefulness and ease of use. Administering the validated questionnaires can provide insights into how to improve user performance and experience when interacting with systems and technologies.
Analysis of the User Acceptance for Implementing ISO/IEC 27001:2005 in Turkis...IJMIT JOURNAL
This study aims to develop a model for the user acceptance for implementing the information security standard (i.e. ISO 27001) in Turkish public organizations. The results of the surveys performed in Turkey reveal that the legislation on information security public which organizations have to obey is significantly related with the user acceptance during ISO 27001 implementation process. The fundamental components of our user acceptance model are perceived usefulness, attitude towards use, social norms, and performance expectancy.
The document discusses user-adaptive systems and user experience design in context. It defines user-adaptivity as systems that adapt their behavior based on learning individual user's behaviors and preferences. This is beneficial for supporting system use and information acquisition. Information about users can be obtained explicitly from users or non-explicitly from their actions. This collected data is then used to personalize the system through adaptation algorithms. The document also discusses how user experience design must consider the context of use including culture and design variables. It presents theories like script theory and prototype theory that can be applied to understand user behaviors and design user experiences. Finally, it provides two case studies and the User Experience Questionnaire tool.
HELPING PEOPLE WITH DOWN SYNDROME THROUGH AN USABILITY TESTING GUIDE PROPOSAL...ijcseit
The usability testing of mobile applications involving persons with Down syndrome is an issue that has not be comprehensively investigated and there is no single proposal that takes on board all the issues that could be taken into account[1]. This study aims to propose a practical guide ¨USATESTDOWN¨ to measure and evaluate the usability of mobile applications focusing on Down syndrome users and their primary limitations. The study starts with an analysis of existing methodologies and tools to evaluate usability and
integrates concepts related to inspection and inquiry methods into a proposal. The proposal includes the opinions of experts and representative users; their limitations, the applicability during the development process and the accessibility. This guide is based on the literature review and the author’s experience in several workshops where persons with Down syndrome used mobile devices.
This document discusses a university course on intelligent interfaces. It covers various topics related to designing effective human-computer interactions, including interface evaluation methods, usability testing, and capturing user preferences. Some key learning outcomes are describing different evaluation methods, conducting a usability analysis, and understanding how user choices and preferences can inform adaptive interface design.
You can easily understand Evaluation Techniques in HCI from this ppt.
Hope you understand in easy way by thoroughly reading this material.
For clear understanding I also give examples of each and every concept.
If you get any knowledge or understanding from this material then, Kindly share further wit your family members and friends, and don't forget to give likes to this material THANKS.
This document outlines various approaches to measuring user engagement, with a focus on self-report measures. It discusses the advantages and disadvantages of self-report measures, which emphasize individuals' perceptions of their engagement with technologies. Common self-report methods include questionnaires, interviews, and product reaction cards. The document also provides an overview of approaches to studying user engagement using self-report measures.
This document provides an overview of intelligent user interfaces and user experience design. It discusses obtaining information about users through explicit and non-explicit means. User experience must be designed with culture and context in mind. Script theory and prototype theory are approaches to understanding how users will interact with a system based on objectives, context, steps, roles, and representations. Case studies on an augmented reality app and e-voting system are presented. Testing and evaluation methods like interviews and observations are recommended.
Heuristic Evaluation is the process of thorough evaluation/assessment where the experts in a particular domain, used to measure the usability of the user interface.
Presents an introduction to some basic metrics for usability and some current trends in UX evaluation methods. Includes some indicative examples from UX evaluation studies conducted by the author
Evaluation techniques can be used at all stages of the design process to test interfaces and identify problems. There are two main categories of evaluation: expert analysis and user participation. Expert analysis includes cognitive walkthroughs, heuristic evaluations, and review-based evaluations. User participation evaluations involve testing with users and can be done in laboratories, fields studies, or experiments. A variety of techniques exist within each category to gather both qualitative and quantitative feedback. Choosing an evaluation method depends on factors like the design process stage, desired objectivity, and available resources.
The document summarizes the staff, doctoral students, resources, and laboratories of the HCI Group at Tallinn University. It lists the researchers, professors, and analysts that make up the staff. It also lists the doctoral students that have been or are currently affiliated with the group. Finally, it describes two laboratories managed by the group - the Interaction Design Laboratory and the User Experience Laboratory, including their purposes and example projects.
Paper Gloria Cea - Goal-Oriented Design Methodology Applied to User Interface...WTHS
This document describes a user interface designed for a mobile application called the Functional Assessment System (FAS). The FAS allows users to assess their aerobic fitness on their own without specialized equipment. The design of the mobile application interface was guided by the Goal-Oriented Design methodology. This methodology focuses on representing users as characters with specific goals and designing scenarios to help users achieve those goals. The document also discusses evaluating the usability of the interface using the AttrakDiff questionnaire to assess pragmatic and hedonic qualities. The results showed satisfactory user interaction with the FAS mobile application interface.
In the online world, user engagement refers to the quality of the user experience that emphasizes the positive aspects of the interaction with a web application and, in particular, the phenomena associated with wanting to use that application longer and frequently. User engagement is a key concept in the design of web applications, motivated by the observation that successful applications are not just used, but are engaged with. Users invest time, attention, and emotion in their use of technology, and it must satisfy both their pragmatic and hedonic needs and expectations. Measurement is key for evaluating the success of information technologies, and is particularly critical to any web applications, from media to e-commerce sites, as it informs our understanding of user needs and expectations, system design and functionality. For instance, news portals have become a very popular destination for web users who read news online. As there is great potential for online news consumption but also serious competition among news portals, online news providers strive to develop effective and efficient strategies to engage users longer in their sites. Measuring how users engage with a news portal can inform the portal if there are areas that need to be enhanced, if current optimization techniques are still effective, if the published material triggers user behavior that causes engagement with the portal, etc. Understanding the above is dependent upon the ability to measure user engagement. The focus of this tutorial is how user engagement is currently being measured and future considerations for its measurement.
This tutorial is part of the World-Wide-Web Conference, held in Rio to Janeiro, May 2013.
Influence of Timeline and Named-entity Components on User Engagement Roi Blanco
Nowadays, successful applications are those which contain features that captivate and engage users. Using an interactive news retrieval system as a use case, in this paper we study the effect of timeline and named-entity components on user engagement. This is in contrast with previous studies where the importance of these components were studied from a retrieval effectiveness point of view. Our experimental results show significant improvements in user engagement when named-entity and timeline components were installed. Further, we investigate if we can predict user-centred metrics through user's interaction with the system. Results show that we can successfully learn a model that predicts all dimensions of user engagement and whether users will like the system or not. These findings might steer systems that apply a more personalised user experience, tailored to the user's preferences.
1 Evaluating Mobile Applications A Spreadsheet Case .docxfelicidaddinwoodie
1
Evaluating Mobile Applications: A Spreadsheet Case
Study
Derek Flood, Rachel Harrison, Claudia Iacob*, David Duce
1Oxford Brookes University,
[derek.flood, rachel.harrison, iacob, daduce]@brookes.ac.uk
ABSTRACT
The power of mobile devices has increased dramatically in the last few years. These devices are becoming more
sophisticated and allow users to accomplish a wide variety of tasks while on the move. The ease with which
mobile apps can be created and distributed has resulted in a number of usability issues becoming more
prevalent. This paper describes the range of usability issues encountered at all stages of the mobile app life
cycle, from when users begin to search for an app to when they finally remove the app from their device. Using
these results we developed a number of guidelines for both app developers and app platform developers that
will improve the overall usability of mobile apps.
Keywords: Mobile technology, portable computing, application process model, mobile usability.
1 INTRODUCTION
Advances in technology have allowed a range of sophisticated devices to emerge which enable users
to perform a variety of tasks in a mobile context. These tasks include both tasks which were
previously only available on traditional desktop applications and tasks that are only enabled by the use
of mobile devices. To facilitate these tasks a wide range of mobile applications, referred to here as
apps, are available from easy to install locations, such as the App store provided by Apple or the
Android Marketplace provided by Google. In order to improve the portability of both of these types of
apps, a number of compromises are necessary. These compromises, such as smaller screen size, more
limited processing power and the mobile context in which the device is used, have frequently had a
negative effect on the usability of these apps. The compromises can most readily be seen during the
use of mobile apps. There has been a large amount of research into the usability of specific mobile
apps (Ahmadi, 2008; Geven, 2006; Schmield, 2009; Shrestha, 2007). However, little research has
been conducted on the selection, installation and removal of mobile apps, all of which can be
problematic. This paper presents a study in which we examined aspects of user interaction with
mobile apps during various steps in the usage lifecycle of mobile applications: application
identification, installation, usage, and removal. To illustrate the range of interactions that a user may
have with a mobile app we also present a mobile app process model which shows the typical life cycle
of a mobile app.
This paper is structured as follows. Section 2 describes related work. Section 3 addresses user
interaction with mobile devices. Section 4 of the paper outlines the case study conducted to
investigate the usability of mobile applications at various steps in their lifecycle. Based on this
investigation, a set of guidelines ...
NATIONAL CULTURAL DIMENSIONS AND ELECTRONIC CLINICAL RECORDS ACCEPTANCE: AN E...IJMIT JOURNAL
This document summarizes an exploratory study on the impact of national cultural dimensions on the acceptance of electronic clinical records. The study was conducted at the Ibn Sina Hospital Center in Morocco. The researchers developed a measurement scale based on prior models of technology acceptance and national cultural factors. They administered a survey to healthcare professionals and analyzed the results using exploratory factor analysis and reliability testing to validate the measurement constructs. The findings showed a satisfactory factorial structure and excellent reliability of the measurement items. The researchers' contribution focused on the initial exploratory phase of scale development.
This document summarizes research presented at recent Argument Mining workshops. It describes tasks from 2021 and 2022 on key point analysis and validity-novelty prediction. It also outlines papers on extracting argument components, predicting reasoning markers, and detecting argument boundaries. The document indicates that argument mining can analyze debates on social media and that legal corpora can help develop argument mining systems.
This document summarizes several papers being presented at the CHI 2023 conference related to human-AI collaboration, mental healthcare, comment visualization, and virtual reality. For human-AI collaboration, one paper studies the effects of AI code generators on novice programmers and another aims to bridge the abstraction gap between end users and large language models. A third paper investigates whether groups or individuals are better at AI-assisted decision making. For mental healthcare, two papers study user perceptions of recommender systems and interest in self-tracking technologies. For comment visualization, a paper examines selective avoidance of uncongenial facts. Three papers on virtual reality discuss opportunities for metaverse workspaces, embodying physics-aware avatars, and mapping finger motions
This document presents a case study on using hand gesture recognition with the MYO armband to navigate maps in the Apple Maps application. A questionnaire was used to assess the usability and ergonomics of this approach. The System Usability Scale score was 49.25, below the acceptable threshold of 64. Participants found the gestures difficult to learn and use, though they felt comfortable performing them. They indicated that the MYO did not improve their ability to perform gestures and that using it caused stress and effort. The study concluded that while wearable devices have potential for controlling maps, the MYO and Apple Maps software need improvements to optimize gesture accuracy and reduce fatigue.
UI/UX integrated holistic monitoring of PAUD using the TCSD methodjournalBEEI
User interface (UI)/user experience (UX) is one part of the stages in the development of the system to produce interactive and attractive web-based application layouts so that it is easy to understand and use by users. In this research, a case study was conducted on early childhood in PAUD Kuntum Mekar. The design of the UI/UX model for holistic integrative PAUD monitoring becomes one of the solutions to help parents and teachers. The method used to design UI/UX is the task centered system design (TCSD) approach starting from the stages; 1) identification scope of use, 2) user centered requirement analysis, 3) design and scenario, and 4) walkthrough evaluate, the method used for system testing is user satisfaction, and heuristic usability. The purpose of this study is the UI/UX design with TCSD can provide valid data needs of each actor based on the assignment and design of the story board of the developed system. The results of this research are UI/UX model design for integrative holistic PAUD monitoring application.
Metrics in usability testing and user experiencesHim Chitchat
The document discusses various metrics for measuring usability (UT) and user experience (UX). It presents 11 questionnaires that measure factors like task load, usability, user experience, trust in automated systems, and consumer emotion. The questionnaires assess metrics such as task success rates, error rates, satisfaction levels, system usability, and perceptions of usefulness and ease of use. Administering the validated questionnaires can provide insights into how to improve user performance and experience when interacting with systems and technologies.
Analysis of the User Acceptance for Implementing ISO/IEC 27001:2005 in Turkis...IJMIT JOURNAL
This study aims to develop a model for the user acceptance for implementing the information security standard (i.e. ISO 27001) in Turkish public organizations. The results of the surveys performed in Turkey reveal that the legislation on information security public which organizations have to obey is significantly related with the user acceptance during ISO 27001 implementation process. The fundamental components of our user acceptance model are perceived usefulness, attitude towards use, social norms, and performance expectancy.
The document discusses user-adaptive systems and user experience design in context. It defines user-adaptivity as systems that adapt their behavior based on learning individual user's behaviors and preferences. This is beneficial for supporting system use and information acquisition. Information about users can be obtained explicitly from users or non-explicitly from their actions. This collected data is then used to personalize the system through adaptation algorithms. The document also discusses how user experience design must consider the context of use including culture and design variables. It presents theories like script theory and prototype theory that can be applied to understand user behaviors and design user experiences. Finally, it provides two case studies and the User Experience Questionnaire tool.
HELPING PEOPLE WITH DOWN SYNDROME THROUGH AN USABILITY TESTING GUIDE PROPOSAL...ijcseit
The usability testing of mobile applications involving persons with Down syndrome is an issue that has not be comprehensively investigated and there is no single proposal that takes on board all the issues that could be taken into account[1]. This study aims to propose a practical guide ¨USATESTDOWN¨ to measure and evaluate the usability of mobile applications focusing on Down syndrome users and their primary limitations. The study starts with an analysis of existing methodologies and tools to evaluate usability and
integrates concepts related to inspection and inquiry methods into a proposal. The proposal includes the opinions of experts and representative users; their limitations, the applicability during the development process and the accessibility. This guide is based on the literature review and the author’s experience in several workshops where persons with Down syndrome used mobile devices.
This document discusses a university course on intelligent interfaces. It covers various topics related to designing effective human-computer interactions, including interface evaluation methods, usability testing, and capturing user preferences. Some key learning outcomes are describing different evaluation methods, conducting a usability analysis, and understanding how user choices and preferences can inform adaptive interface design.
You can easily understand Evaluation Techniques in HCI from this ppt.
Hope you understand in easy way by thoroughly reading this material.
For clear understanding I also give examples of each and every concept.
If you get any knowledge or understanding from this material then, Kindly share further wit your family members and friends, and don't forget to give likes to this material THANKS.
This document outlines various approaches to measuring user engagement, with a focus on self-report measures. It discusses the advantages and disadvantages of self-report measures, which emphasize individuals' perceptions of their engagement with technologies. Common self-report methods include questionnaires, interviews, and product reaction cards. The document also provides an overview of approaches to studying user engagement using self-report measures.
This document provides an overview of intelligent user interfaces and user experience design. It discusses obtaining information about users through explicit and non-explicit means. User experience must be designed with culture and context in mind. Script theory and prototype theory are approaches to understanding how users will interact with a system based on objectives, context, steps, roles, and representations. Case studies on an augmented reality app and e-voting system are presented. Testing and evaluation methods like interviews and observations are recommended.
Heuristic Evaluation is the process of thorough evaluation/assessment where the experts in a particular domain, used to measure the usability of the user interface.
Presents an introduction to some basic metrics for usability and some current trends in UX evaluation methods. Includes some indicative examples from UX evaluation studies conducted by the author
Evaluation techniques can be used at all stages of the design process to test interfaces and identify problems. There are two main categories of evaluation: expert analysis and user participation. Expert analysis includes cognitive walkthroughs, heuristic evaluations, and review-based evaluations. User participation evaluations involve testing with users and can be done in laboratories, fields studies, or experiments. A variety of techniques exist within each category to gather both qualitative and quantitative feedback. Choosing an evaluation method depends on factors like the design process stage, desired objectivity, and available resources.
The document summarizes the staff, doctoral students, resources, and laboratories of the HCI Group at Tallinn University. It lists the researchers, professors, and analysts that make up the staff. It also lists the doctoral students that have been or are currently affiliated with the group. Finally, it describes two laboratories managed by the group - the Interaction Design Laboratory and the User Experience Laboratory, including their purposes and example projects.
Paper Gloria Cea - Goal-Oriented Design Methodology Applied to User Interface...WTHS
This document describes a user interface designed for a mobile application called the Functional Assessment System (FAS). The FAS allows users to assess their aerobic fitness on their own without specialized equipment. The design of the mobile application interface was guided by the Goal-Oriented Design methodology. This methodology focuses on representing users as characters with specific goals and designing scenarios to help users achieve those goals. The document also discusses evaluating the usability of the interface using the AttrakDiff questionnaire to assess pragmatic and hedonic qualities. The results showed satisfactory user interaction with the FAS mobile application interface.
In the online world, user engagement refers to the quality of the user experience that emphasizes the positive aspects of the interaction with a web application and, in particular, the phenomena associated with wanting to use that application longer and frequently. User engagement is a key concept in the design of web applications, motivated by the observation that successful applications are not just used, but are engaged with. Users invest time, attention, and emotion in their use of technology, and it must satisfy both their pragmatic and hedonic needs and expectations. Measurement is key for evaluating the success of information technologies, and is particularly critical to any web applications, from media to e-commerce sites, as it informs our understanding of user needs and expectations, system design and functionality. For instance, news portals have become a very popular destination for web users who read news online. As there is great potential for online news consumption but also serious competition among news portals, online news providers strive to develop effective and efficient strategies to engage users longer in their sites. Measuring how users engage with a news portal can inform the portal if there are areas that need to be enhanced, if current optimization techniques are still effective, if the published material triggers user behavior that causes engagement with the portal, etc. Understanding the above is dependent upon the ability to measure user engagement. The focus of this tutorial is how user engagement is currently being measured and future considerations for its measurement.
This tutorial is part of the World-Wide-Web Conference, held in Rio to Janeiro, May 2013.
Influence of Timeline and Named-entity Components on User Engagement Roi Blanco
Nowadays, successful applications are those which contain features that captivate and engage users. Using an interactive news retrieval system as a use case, in this paper we study the effect of timeline and named-entity components on user engagement. This is in contrast with previous studies where the importance of these components were studied from a retrieval effectiveness point of view. Our experimental results show significant improvements in user engagement when named-entity and timeline components were installed. Further, we investigate if we can predict user-centred metrics through user's interaction with the system. Results show that we can successfully learn a model that predicts all dimensions of user engagement and whether users will like the system or not. These findings might steer systems that apply a more personalised user experience, tailored to the user's preferences.
1 Evaluating Mobile Applications A Spreadsheet Case .docxfelicidaddinwoodie
1
Evaluating Mobile Applications: A Spreadsheet Case
Study
Derek Flood, Rachel Harrison, Claudia Iacob*, David Duce
1Oxford Brookes University,
[derek.flood, rachel.harrison, iacob, daduce]@brookes.ac.uk
ABSTRACT
The power of mobile devices has increased dramatically in the last few years. These devices are becoming more
sophisticated and allow users to accomplish a wide variety of tasks while on the move. The ease with which
mobile apps can be created and distributed has resulted in a number of usability issues becoming more
prevalent. This paper describes the range of usability issues encountered at all stages of the mobile app life
cycle, from when users begin to search for an app to when they finally remove the app from their device. Using
these results we developed a number of guidelines for both app developers and app platform developers that
will improve the overall usability of mobile apps.
Keywords: Mobile technology, portable computing, application process model, mobile usability.
1 INTRODUCTION
Advances in technology have allowed a range of sophisticated devices to emerge which enable users
to perform a variety of tasks in a mobile context. These tasks include both tasks which were
previously only available on traditional desktop applications and tasks that are only enabled by the use
of mobile devices. To facilitate these tasks a wide range of mobile applications, referred to here as
apps, are available from easy to install locations, such as the App store provided by Apple or the
Android Marketplace provided by Google. In order to improve the portability of both of these types of
apps, a number of compromises are necessary. These compromises, such as smaller screen size, more
limited processing power and the mobile context in which the device is used, have frequently had a
negative effect on the usability of these apps. The compromises can most readily be seen during the
use of mobile apps. There has been a large amount of research into the usability of specific mobile
apps (Ahmadi, 2008; Geven, 2006; Schmield, 2009; Shrestha, 2007). However, little research has
been conducted on the selection, installation and removal of mobile apps, all of which can be
problematic. This paper presents a study in which we examined aspects of user interaction with
mobile apps during various steps in the usage lifecycle of mobile applications: application
identification, installation, usage, and removal. To illustrate the range of interactions that a user may
have with a mobile app we also present a mobile app process model which shows the typical life cycle
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201120 Yunha Han
1. LocknType: Lockout Task Intervention
for Discouraging Smartphone APP Use
Jaejeung Kim, Joonyoung Park, Hyunsee Lee, Minsam Ko, Uichin Lee
CHI 2019 Paper
Slides by Yunha Han
2. • Overview of the paper
• Related Work
• Lockout Task Intervention Design
• Preliminary Study
• Main Study
• Discussion
• Limitation and Future Work
3. Overview of the paper
• Motivation of the study
Negative effects of Smartphones
• Productivity, Safety, Physical/Mental health
-> various strategies to regulate usage, needs for supporting tools
• Goal of the study
Investigate how a lockout task with varying workloads influence a user’s decision
making.
• proactive intervention that requests users to perform a simple lockout task (typing a fixed length
number) whenever a target app is launched
Identify the key determinants of a decision making process (in perspectives of app
use) in various contexts in the wild
Conduct in-the-wild controlled experiment with 40 participants for 3 weeks
• 3 task workloads : 30-digit-input, 10-digit-input, press OK Button
• 3 app categories : web-browser, social media, entertainment
1
4. Related Work
• Supporting intervention tools
(Indirect) :
• Usage tracking and visualization -> encourage mindfulness [1]
• Use of social learning and competition [2, 3]
(Direct) :
• Enabling a blocking mode [4]
• Creating inconvenience by delaying user interaction [5]
• Generating irritative vibration for overuse limitation [6]
• Inserting a mandatory cognitive task before app use [7]
• Proactively blocking in predefined context [8]
2
[1] Heyoung Lee, Heejune Ahn, Samwook Choi, and Wanbok Choi. 2014. The SAMS: Smartphone addiction management system and verification. Journal of medical systems 38, 1 (2014), 1.
[2] Minsam Ko, Seungwoo Choi, Subin Yang, Joonwon Lee, and Uichin Lee. 2015. FamiLync: facilitating participatory parental mediation of adolescents’ smartphone use. In Proceedings of the 2015 ACM International Joint Conference on Pervasive
and Ubiquitous Computing. ACM, 867–878
[3] Minsam Ko, Seungwoo Choi, Koji Yatani, and Uichin Lee. 2016. Lock n’LoL: group-based limiting assistance app to mitigate smartphone distractions in group activities. In Proceedings of the 2016 CHI Conference on Human Factors in Computing
Systems. ACM, 998–1010.
[4] Jaejeung Kim, Chiwoo Cho, and Uichin Lee. 2017. Technology Supported Behavior Restriction for Mitigating Self-Interruptions in Multidevice Environments. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
1, 3 (2017), 64.
[5] Anna L Cox, Sandy JJ Gould, Marta E Cecchinato, Ioanna Iacovides, and Ian Renfree. 2016. Design frictions for mindful interactions: The case for microboundaries. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors
in Computing Systems. ACM, 1389–1397.
[6] Fabian Okeke, Michael Sobolev, Nicola Dell, and Deborah Estrin. 2018. Good Vibrations: Can a Digital Nudge Reduce Digital Overload? (2018).
[7] Joonyoung Park, Jin Yong Sim, Jaejeung Kim, Mun Yong Yi, and Uichin Lee. 2018. Interaction Restraint: Enforcing Adaptive Cognitive Tasks to Restrain Problematic User Interaction. In Extended Abstracts of the 2018 CHI Conference on Human
Factors in Computing Systems. ACM, LBW559.
[8] Inyeop Kim, Gyuwon Jung, Hayoung Jung, Minsam Ko, and Uichin Lee. 2017. Let’s FOCUS: Mitigating Mobile Phone Use in College Classrooms. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 1, 3 (2017), 63.
5. Related Work
• Theoretical Backgrounds
Uses and Gratification Theory (UGT)
• to understand why and how people actively use specific media(tv, radio, mobile phones, social
media, internet) to meet their needs [1]
Expectany-Value Theory (EVT)
• people evaluate their interest and attainment by considering utility and cost -> to explain a user’s
median choice [2]
Theory of Planned Behavior (TPB)
• one’s belief’s to behavior indicates that an individual’s perceived ease or difficulty of performing a
behavior influences behavior intention [3]
Social cognitive theory of self-regulation
• Self-regulation has three sub-process : (a) self observation (monitoring one’s behaviors and outcomes), (b)
judgement process (evaluation of observed behaviors as opposed to norms), and (c) self-reaction (adjusting
behaviors based on evaluation results) [4]
• i.e) an individual who spent too much time on smartphone use observes usage amount, judges usage behavior
based on her perceived norm, and utilizes self-control methods to regulate.
3
[1] Adam N Joinson. 2008. Looking at, looking up or keeping up with people?: motives and use of facebook. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems. ACM, 1027–1036.
[2] John D Rayburn and Philip Palmgreen. 1984. Merging uses and gratifications and expectancy-value theory. Communication Research 11, 4 (1984), 537–562.
[3] Icek Ajzen. 1991. The theory of planned behavior. Organizational behavior and human decision processes 50, 2 (1991), 179–211.
[4] Albert Bandura. 1991. Social cognitive theory of self-regulation. Organizational behavior and human decision processes 50, 2 (1991), 248–287
6. Related Work
• Hypothesis
Lockout tasks can discourage low benefit gratification seeking behaviors
-> Embed a lockout task into a user’s gratification seeking process
When a user launches an app for gratification purposes,
a short pause to the instant access making the interaction burdensome (a lockout
task of inputting number) can undermine the desire and intention of using the app
4
When a lockout task is encountered, a user is likely to perform a cost-benefit analysis
involving comparison of he cost (time, effort) of an input task and expected gratification of app use.
7. Lockout Task Intervention Design
5
• Intervention Principles
Make an action mandatory to proceed
Dissociate gratification seeking thoughts via lockout tasks
• Four design dimensions
Intervention Timing : Lockout tasks are integrated at the time of app launch
Task Mutability (whether the initially designed rule can be changed or not):
• the scope of target lockout apps -> not allow to change the target app after once selecting
Task Type and Workload :
• Embedding a “task” to the lockout to create a certain level of cost or workload to the app use
behavior
• Number input tasks are used (to minimize the confounding effects that come from individual
differences in competence and familiarity)
Target Scope : target an app-level intervention, to discourage particular apps that
could be of negative influence on the user
8. 6
Preliminary Study
• A pilot study to determine ..
appropriate lockout task and workloads to be assigned to the experimental conditions
Scope of lockout target apps
Potential workarounds that may compromise the internal validity of experimental design
• 10 participants (2 female, 4 male, mean age=28.75, sd=4.67)
• Lockout task workload
0(just press ok button), 10, 30-digit input – randomize workload selection
• Scope of lockout target
Include counter-productive app (i.e., social media, entertainment etc.)
Exclude instant messengers and emails
• primarily used for work and communication purposes
• no perceived need for an intervention
9. Main Study
7
• Goal of the study
Understand if the insertion of a lockout task at the time of app launch can
discourage app usage
Explore the determinants that influence such non-use decisions
Analyze the follow-up behaviors after the use/non-use choices were made
• Participants
40 participants (18 female, Mean Age=23, SD=3.09) recruited from an online
university community
Android users who have the intention to reduce their smartphone use
10. Main Study
8
• Procedure
1 week of baseline data collection : participants use their smartphone as usual
• At the end of the week, analyzing each participant’s app use behaviors based on three
categories (web browsers, social media, and entertainment) -> selecting the target app
Following 2 weeks of intervention : deploy lockout task intervention app
• Each user typically received an average of 8.9 intervention target apps (SD=2.4) to register
• After the third week, in-depth interview with 31 randomly selected participants
In-depth interview
• Q1. the reason behind their decisions for use or non-use on the encountering of the lockout task
• Q2. the follow-up behaviors after the being locked out of the intervention target apps including
attempts of workarounds
11. 9
Results
• Effectiveness of LT Intervention
LT workload
• Participants experienced three different types of LT workloads in a random manner
• Assess the LT workload using three measures of NASA-TLX, completion time, and the initial
success rate (the first submission of an LT without any error)
ANOVA result confirmed a statistically
significant difference among these three LTS The initial success rate of LT0 was always 100%
12. 10
Results
• Effectiveness of LT Intervention
Discourage Rate of App Use
• Each user encountered an average of 657 LTs during the two-week intervention period
A two-way ANOVA test shows that
- There was a statistically significant main effect of the
LT workload (F=119.34, P<.001)
- There was a significant main effect of app category
(F=3.72, p=0.025)
- Browser-Social media Pair (p=.041), Browser-Entertainment Pair (p=.010)
- No interaction effects were found between two
variables
Pairwise post-hoc testing using Fisher’s LSD shows that
all LT workload pairs were significantly different (p<.001)
13. 11
Results
• Effectiveness of LT Intervention
Post-task Usage Behavior : Users chose the following options ..
• Turning off the device (M=25.5%, SD=11.5%)
• Went back to what they have been doing
• Found a non-device activity (e.g., face-to-face chatting with friends)
• Using a non-lockout app (M=50.4%, SD= 16.9%)
• Communication apps (e.g., KakaoTalk) : 55%, Productivity (e.g., calendar) : 13%, Photo/Camera : 7.5%, …
• Using another lockout app (M=24.1%, SD=12.4%)
• Half cases transitioned to the browsers, 25% to the entertainment, 25% to the social media
Usage Time and Frequency (one sample T-tests with null hypotheses of no change)
• Frequency ratio of LT intervened apps was significantly reduce; close to 50% compared to baseline
-> LT’s usefulness in mitigating frequent use
• No significant difference in the time ratio of LT intervened apps
• LT intervention only helped users to better manage interruptions or the frequent urge to use LT apps
(not in using time)
15. 13
Results
• Determinants of Use/Non-use
User States (at the point of encountering the LT)
• Time availability
• “With only 3 minutes left prior to class, I decided not to use a smartphone, because 3 minutes is not sufficient enough for
desired tasks.” (P3)
• Self-regulation (willingness and mindfulness)
• “I think I just tried not to use my phone and pulled myself together when I grabbed the phone unconsciously. At the
moment when the 10 and 30 digit input task was shown, I was like, ‘Woah, what was I thinking? I don’t need this right
now.’ ” (P4)
• Physical/mental conditions
• “I used my smartphone when I was feeling down. You know, just getting a little comfort from surfing social media and
feeling like you’re connected to this world. So, yes, when I felt depressed, I would unlock my phone anyway even if the 30
digit input was given.” (P1)
• Subjective social norm
• “My girlfriend hates it when I look at my phone when we’re talking to each other. I used to do that quite often,
but since the input task was given and I know it is rude to type it in her presence, I simply focused more on our
conversation instead of staring at my phone.” (P14)
16. 14
Results
• Determinants of Use/Non-use
LT Workload Context
• If the time required to perform an LT task was relatively longer than the time a user wishes to use an
app, they tended to choose no to use the app.
• LT30 -> a considerable cognitive burden -> discourage attempts to use an app
• “0 was good, 10 was okay. ... I didn’t really have any thought on it. But 30 was a bit frustrating. ... After all the effort I’ve
put into this task and I still got it wrong! I’m not doing this.” (P12)
• LT30 typically takes less than 20 seconds, whereas the participants perceived that the overall effort
spent for LT 30 was comparable with that of app use that took a much loner time than LT 30
• “Once I got a 10-minute break and 30 digit input task appeared on my game screen. I just gave up. I can’t spend time and
energy on a 30 digit input for a 10-minute break. I thought it was inefficient.” (P16)
Task Context
• The degree of urgency and importance at a given circumstance affected users’ decision.
• “I really needed to search for the definition of a word to keep up with the lecture. I had to unlock low to high number
input screens every time.” (P10)
• The participants considered whether alternative means of achieving use goals available
• “When my Naver (browser) was blocked with 30 digit input, I tried to access Samsung Internet and Chrome on rotation to
avoid longest digit input.” (P22)
17. 15
Discussion
• Lockout Task as a Behavioral Inhibitor
Lockout task intervention is an effective tool for discouraging the app use
The light and gentle interventions (LT0) are effective on the discouragement of app use
(13.1%)
A slightly higher interaction cost with LT10 double the effectiveness (27.4%)
Higher cost with LT30 nearly quadruple the effectiveness (47.5%)
• Balancing the Cost-Benefit
The result of thematic analysis on determinants for decision making indicates that not
only the users’ willingness to reduce their use, but also the users’ intention and
contextual factors also greatly influence.
Instead of completely blocking use, introduced ‘proactive lockout tasks’
The contextual norm (e.g., smartphone use during class, family meal) can be considered
in adaptively controlling the lockout task workload for a more effective outcome
18. 16
Discussion
• Follow-up Behavior Guidance
The thematic analysis of follow-up behaviors revealed that most of the discouraged
cases were followed by positive behaviors
Open design space for combining intervention approach with a positive follow-up
behavior guidance
19. 17
Limitation and Future Work
• Not consider the user’s positive/negative intention of app use
Designated the intervention target apps rather than leaving it for the participants to
voluntarily choose -> Increasing the rate of false-positive lockouts
Focused on understanding both positive and negative lockout experiences despite the
app use intention was a positive or negative one
• The intervention scape (or LT APP Categories) is limited
Future work can consider other diverse apps with different characteristics
Future work can consider what problematic usage behaviors exist, and how LT can be
designed to address such problems
• Recruited the participants who at least have considered or tried to reduce
their smartphone use
Individual differences in the degree of willingness or reduce usage, self-regulatory
capabilities