This document presents a framework to help the mobile industry design software usability and user experience (UX) measurement instruments. It aims to address challenges from inconsistent definitions of usability and UX attributes, and a lack of taxonomy linking attributes to defined measures. The framework first unifies terminology and definitions for attributes from literature. It then creates a taxonomy of attributes and sub-attributes. Using the Goal Question Metric approach, it identifies questions and measures for each attribute that can form the basis for developing measurement instruments. The framework was evaluated through a case study with a mobile usability company in Sweden.
A Mobile Health Application for Healthy Living: HWOW (Healthier Work for Offi...Dr. Mustafa Değerli
Değerli, M. (2020). A Mobile Health Application for Healthy Living: HWOW (Healthier Work for Office Workers). 14th Turkish National Software Engineering Symposium. (UYMS 2020). 10.1109/UYMS50627.2020.9247024 - https://ieeexplore.ieee.org/xpl/conhome/9247008/proceeding
The purpose of this paper is to extend the Human
Biometric Sensor Interaction (HBSI) model to various
modalities, in this case, hand geometry. As the data was
collected at different times, there was a slight modification in
training between group 1 and group 2. Therefore, a secondary
purpose of this paper was to examine the differences in the
HBSI metrics when individuals are given two different types of
training (one using video training, and the other using small
group lecture-style training). 151 individuals were asked to
perform an enrollment transaction and three successive postenrollment
verification attempts with the hand geometry
machine, and an observational analysis was performed on
their interactions. This type of analysis is novel to the field of
biometrics and the human interaction component has only
recently received attention [1]. Using a framework developed
specifically for studying various human interaction errors, the
observations from hand recognition device placements were
analyzed and mapped onto the HBSI error framework. Instead
of categorizing a user error as a failure to enroll (FTE) or
failure to acquire (FTA), a more comprehensive categorization
of these errors were developed. Both incorrect and correct
interaction errors were coded and binned in appropriate
categories by a human observer. The results showed that
hand geometry modality could fit the existing HBSI model.
Furthermore, the experiment highlighted slight variations in
errors due to training, which will be investigated further in
another paper.
This paper discusses the implementation issues of installing a commercially available hand geometry system in the current infrastructure of Purdue University's Recreational Sports Center. In addition to a performance analysis of the system, a pre- and post- data collection survey was distributed to the 129 test subjects gathering information on perceptions of biometrics, in particular hand geometry, as well as participants' thoughts and feelings during their interaction with the hand geometry device. The results of the survey suggest that participants were accepting of hand geometry. Additionally, analyses of the participants' survey responses revealed that 93% liked using hand geometry, 98% thought it was easy to use, and 87% preferred it to the existing card-based system, while nobody thought the device invaded their personal privacy. System performance achieved a 3-try match rate of 99.02% (FRR 0.98%) when "gaming"/potential impostor attempts were removed from analysis. The failure to enroll rate was zero. Statistical analyses exposed a significant difference in the scores of attempts made by users with prior hand geometry usage, and subjects that could not straighten out their hand on the device. However, there were no statistical difference in the effects of rings/no rings, improper hand placements/proper hand placements, or gender on hand geometry score.
Using DEMATEL Method to Analyze the Causal Relations on Technological Innovat...drboon
This study analyzes the technology innovation capabilities (TICs) evaluation factors of enterprises by applying the Decision Making Trial and Evaluation Laboratory (DEMATEL) method. Based on the literature reviews, six main perspectives and sixteen criteria were extracted and then validated by six experts. A questionnaire was constructed and answered by eleven experts. Then the DEMATEL method was applied to analyze the importance of criteria and the casual relations among the criteria were constructed. The result showed that the innovation management capability perspective was the most important perspective and influenced the remaining perspectives. This work also presents the significant criteria for each perspective.
A Mobile Health Application for Healthy Living: HWOW (Healthier Work for Offi...Dr. Mustafa Değerli
Değerli, M. (2020). A Mobile Health Application for Healthy Living: HWOW (Healthier Work for Office Workers). 14th Turkish National Software Engineering Symposium. (UYMS 2020). 10.1109/UYMS50627.2020.9247024 - https://ieeexplore.ieee.org/xpl/conhome/9247008/proceeding
The purpose of this paper is to extend the Human
Biometric Sensor Interaction (HBSI) model to various
modalities, in this case, hand geometry. As the data was
collected at different times, there was a slight modification in
training between group 1 and group 2. Therefore, a secondary
purpose of this paper was to examine the differences in the
HBSI metrics when individuals are given two different types of
training (one using video training, and the other using small
group lecture-style training). 151 individuals were asked to
perform an enrollment transaction and three successive postenrollment
verification attempts with the hand geometry
machine, and an observational analysis was performed on
their interactions. This type of analysis is novel to the field of
biometrics and the human interaction component has only
recently received attention [1]. Using a framework developed
specifically for studying various human interaction errors, the
observations from hand recognition device placements were
analyzed and mapped onto the HBSI error framework. Instead
of categorizing a user error as a failure to enroll (FTE) or
failure to acquire (FTA), a more comprehensive categorization
of these errors were developed. Both incorrect and correct
interaction errors were coded and binned in appropriate
categories by a human observer. The results showed that
hand geometry modality could fit the existing HBSI model.
Furthermore, the experiment highlighted slight variations in
errors due to training, which will be investigated further in
another paper.
This paper discusses the implementation issues of installing a commercially available hand geometry system in the current infrastructure of Purdue University's Recreational Sports Center. In addition to a performance analysis of the system, a pre- and post- data collection survey was distributed to the 129 test subjects gathering information on perceptions of biometrics, in particular hand geometry, as well as participants' thoughts and feelings during their interaction with the hand geometry device. The results of the survey suggest that participants were accepting of hand geometry. Additionally, analyses of the participants' survey responses revealed that 93% liked using hand geometry, 98% thought it was easy to use, and 87% preferred it to the existing card-based system, while nobody thought the device invaded their personal privacy. System performance achieved a 3-try match rate of 99.02% (FRR 0.98%) when "gaming"/potential impostor attempts were removed from analysis. The failure to enroll rate was zero. Statistical analyses exposed a significant difference in the scores of attempts made by users with prior hand geometry usage, and subjects that could not straighten out their hand on the device. However, there were no statistical difference in the effects of rings/no rings, improper hand placements/proper hand placements, or gender on hand geometry score.
Using DEMATEL Method to Analyze the Causal Relations on Technological Innovat...drboon
This study analyzes the technology innovation capabilities (TICs) evaluation factors of enterprises by applying the Decision Making Trial and Evaluation Laboratory (DEMATEL) method. Based on the literature reviews, six main perspectives and sixteen criteria were extracted and then validated by six experts. A questionnaire was constructed and answered by eleven experts. Then the DEMATEL method was applied to analyze the importance of criteria and the casual relations among the criteria were constructed. The result showed that the innovation management capability perspective was the most important perspective and influenced the remaining perspectives. This work also presents the significant criteria for each perspective.
The case for ubuntu linux operating system performance and usabilMaurice Dawson
The use of Linux based Operating Systems (OS) in the classroom is increasing, but there is little research to address usability differences between Windows and Linux based OSs. Moreover, studies related to the ability for students to navigate effectively between Ubuntu 14.04 Long Term Support (LTS) and Windows 8 OSs are scant. This research aims to bridge the gap between modern Linux and Windows Oss, as the former represents a viable alternative to eliminate licensing costs for educational institutions. Preliminary findings, based on the analysis of the System Usability Scale results from a sample of 14 students, demonstrated that Ubuntu users did not require technical support to use the system, while the majority found little inconsistency in the system and regarded it as well integrated.
User participation in ERP Implementation: A Case-based StudyEditor IJCATR
Information Systems (IS), such as Enterprise Resource Planning (ERP) systems, are being developed and used in
organizations to achieve their business goals and to enhance organizational effectiveness. The effect of user participation on
successful systems development and implementation of ERP systems continues to be an area of interest to researchers. Common
understanding has been that extensive user participation is not only important, but absolutely essential to system success. Even with
this understanding of user participation as one of the critical factor in successful IS development and implementation, empirical studies
have been unable to conclusively link user participation to systems success. This paper uses a private university as a case study to
examine the role played by user participation in the implementation of an ERP system. In order to achieve its objective, this study
adopted a mixed method where both qualitative and quantitative approaches were used in the collection of data. The results of the
study reveal that user participation has a positive impact on the likelihood of ERP system success, user participation by choice is the
best, user participation leads to better understanding of system requirements, the more participation the more the satisfied the users are,
and participation builds support for the system during implementation. From our results we conclude that user participation in ERP
system implementation is critical for successful implementation.
Improving Technological Services and Its Effect on the Police’s PerformanceEditor IJCATR
The role of police department in any country is critical. It is obvious that improving the technology in police department can
be done with safety and contributes to improve its economy. This paper, first tries to recognize the existed weaknesses in used
technologies. Then, it will suggest the best approach. The proposed framework of this study points out to two different moderating
roles that can be considered as technical contributions. Moreover, the combination of this proposed framework is new for current
study. This framework is concentrated on technology improvement, knowledge management system, technology acceptance, police
performance, and ministry performance
Only few organizations wise up to new digital competitors, as they usually come from outside their own sector and are not taken seriously at first. Their allegedly inferior propositions confuse prominent players, who should in fact be the very first to be fully aware of potentially disruptive innovation.
To swing into action rapidly, existing organizations would be well advised to properly analyze anything resembling digital competition. Evidently, there are clear patterns behind the startup success marking a new techno-economic reality. Ecosystems, APIs, and platforms characterize this New Normal where customers have more freedom of choice and better service at lower costs.
These successful disruptors are called two-sided market players, also known as multi-sided platform players. Companies like Uber and Airbnb are getting all the media attention, however there are over 9000 players (and counting) active in almost every industry.
The new VINT report explores the new digital competition and presents:
A analysis of the success factors of disruption
10 design principles of the new digital competition like Unbundle your organization processes, APIs first. Access over ownership and Building trust with social systems
The need for every business to develop a API-strategy
An appeal to the CIO and the IT department to use a leading digital approach and map out an offensive technological route.
Software plays a critical role in businesses, governments, and societies. To improve
performance and quality of the software are important goals of software engineering. Mining
data has recently emerged as a promising means to meet this goal due to two main trends:
The increasing abundance of such data and its demonstrated helpfulness in solving numerous
real-world problems. Poor performance costs the software industry millions of money
annually in the form of lost revenue, hardware costs, damaged customer relations and
decreased productivity. Performance analysis and evaluation through data mining technique
will result performance improvement suggestions for software developers.
Recent Developments and Future Challenges of Integrated Care in Europe and Northern America
The International Network of Integrated Care, The Julius Center of the University Medical Center Utrecht and the University of Southern Denmark - 11th International Network of Integrated Care
Evaluation of Integrated Care: From methods to governance and applications
To understand the real impact of ICT within health care adopting a single analytical approach is inadvisable and that insight into the overall effects of ICT is best gained from consideration of a mix of study types
Ergonomic Evaluation of the Angle of Abduction in Laptops EnvironmentIJERA Editor
Laptops in 21st century are an integral part of every professional in vivid fields. Off late there has been
emergence of several ergonomic injuries such as repetitive strain injuries (RSIs) due to extensive usage of
laptops, which can be closely linked with applied force and postures. This study investigated the effect of
various angles of keyboard on the applied force and motor action plus response time while performing five
distinct tasks. On the basis of literature two different laptops were selected for performing different tasks. For
each case the three levels of platform angle were considered as 0°, 5°, and 10°. Male subjects were selected to
perform five distinct tasks for each platform angle for both laptops. The force applied (in milli-volts) and the
motor action plus response time (milli-seconds) were recorded using an oscilloscope. The data collected were
analyzed through ANOVA using MINITAB software. The abduction angle with the least mean response time
and applied force were considered as the best from ergonomics viewpoint. The ANOVA results showed that the
angle of abduction for both laptops (small and large) do have significant effect on applied force but not on motor
action plus response time. The analysis of results indicate that 10° angle of abduction in case of small laptops
should be applied to minimize musculoskeletal disorder and repetitive strain injuries.
Research relevance: This work suggests that those responsible for the function and operation of laptops would
have to redesign the system to reduce injuries, as far as musculoskeletal disorder, repetitive strain injuries and
other related problems are concerned. The present work can be quite useful for the system designers of
tomorrow.
BUILDING INFORMATICS: REVIEW OF SELECTED INFORMATICS PLATFORM AND VALIDATING ...IAEME Publication
Automation has introduced new dimension to the advent of project and
construction execution in construction field. Virtually all aspect of construction is
being innovated with cutting edge technology. In this study cutting edge technologies
were evaluated and their various validation platforms were evaluated. The following
objectives were set and achieved in this study: Establishing different tests that could
be carried out to ascertain functionality of an informatics platform, review of features
present in available informatics platforms, exploratory study of platform validity
system through functionality tests and developing a semantic icon functionality test.
Ten (10) informatics platforms were selected for case study, while 40 structured
questionnaires was used to collate respondents data as related to on the critical
factors that influences the effective use of system usability test on ICT Informatics
platform and parameters for newly generated Icon functionality rating scale(IRS). A
new test protocol was designed that could be used for carrying out Icon functionality
rating evaluation tagged”IRS”.
Presented at the 8th Healthcare CIO Certificate Program, Ramathibodi Hospital Administration School, Faculty of Medicine Ramathibodi Hospital, Mahidol University on March 13, 2018
Championing Contextual Research in Your OrganizationSteve Portigal
More and more design organizations actively embrace a range of user-centered methods, including ways of getting input from users: surveys, A-B testing, focus groups, usability testing. But for many teams, when it comes to leaving the office environment and going out to meet and observe customers, there is significant resistance.
In this talk, Steve Portigal draws from his 17 years of selling contextual research into organizations, as well as primary research he's conducted with internal champions and change agents to break down the cultural, resource, and other factors that inform this resistance.
Steve will suggest ways to address these challenges and look at how you can maximize the result of every small victory, turning every fieldwork experience into an opportunity to do more!
The case for ubuntu linux operating system performance and usabilMaurice Dawson
The use of Linux based Operating Systems (OS) in the classroom is increasing, but there is little research to address usability differences between Windows and Linux based OSs. Moreover, studies related to the ability for students to navigate effectively between Ubuntu 14.04 Long Term Support (LTS) and Windows 8 OSs are scant. This research aims to bridge the gap between modern Linux and Windows Oss, as the former represents a viable alternative to eliminate licensing costs for educational institutions. Preliminary findings, based on the analysis of the System Usability Scale results from a sample of 14 students, demonstrated that Ubuntu users did not require technical support to use the system, while the majority found little inconsistency in the system and regarded it as well integrated.
User participation in ERP Implementation: A Case-based StudyEditor IJCATR
Information Systems (IS), such as Enterprise Resource Planning (ERP) systems, are being developed and used in
organizations to achieve their business goals and to enhance organizational effectiveness. The effect of user participation on
successful systems development and implementation of ERP systems continues to be an area of interest to researchers. Common
understanding has been that extensive user participation is not only important, but absolutely essential to system success. Even with
this understanding of user participation as one of the critical factor in successful IS development and implementation, empirical studies
have been unable to conclusively link user participation to systems success. This paper uses a private university as a case study to
examine the role played by user participation in the implementation of an ERP system. In order to achieve its objective, this study
adopted a mixed method where both qualitative and quantitative approaches were used in the collection of data. The results of the
study reveal that user participation has a positive impact on the likelihood of ERP system success, user participation by choice is the
best, user participation leads to better understanding of system requirements, the more participation the more the satisfied the users are,
and participation builds support for the system during implementation. From our results we conclude that user participation in ERP
system implementation is critical for successful implementation.
Improving Technological Services and Its Effect on the Police’s PerformanceEditor IJCATR
The role of police department in any country is critical. It is obvious that improving the technology in police department can
be done with safety and contributes to improve its economy. This paper, first tries to recognize the existed weaknesses in used
technologies. Then, it will suggest the best approach. The proposed framework of this study points out to two different moderating
roles that can be considered as technical contributions. Moreover, the combination of this proposed framework is new for current
study. This framework is concentrated on technology improvement, knowledge management system, technology acceptance, police
performance, and ministry performance
Only few organizations wise up to new digital competitors, as they usually come from outside their own sector and are not taken seriously at first. Their allegedly inferior propositions confuse prominent players, who should in fact be the very first to be fully aware of potentially disruptive innovation.
To swing into action rapidly, existing organizations would be well advised to properly analyze anything resembling digital competition. Evidently, there are clear patterns behind the startup success marking a new techno-economic reality. Ecosystems, APIs, and platforms characterize this New Normal where customers have more freedom of choice and better service at lower costs.
These successful disruptors are called two-sided market players, also known as multi-sided platform players. Companies like Uber and Airbnb are getting all the media attention, however there are over 9000 players (and counting) active in almost every industry.
The new VINT report explores the new digital competition and presents:
A analysis of the success factors of disruption
10 design principles of the new digital competition like Unbundle your organization processes, APIs first. Access over ownership and Building trust with social systems
The need for every business to develop a API-strategy
An appeal to the CIO and the IT department to use a leading digital approach and map out an offensive technological route.
Software plays a critical role in businesses, governments, and societies. To improve
performance and quality of the software are important goals of software engineering. Mining
data has recently emerged as a promising means to meet this goal due to two main trends:
The increasing abundance of such data and its demonstrated helpfulness in solving numerous
real-world problems. Poor performance costs the software industry millions of money
annually in the form of lost revenue, hardware costs, damaged customer relations and
decreased productivity. Performance analysis and evaluation through data mining technique
will result performance improvement suggestions for software developers.
Recent Developments and Future Challenges of Integrated Care in Europe and Northern America
The International Network of Integrated Care, The Julius Center of the University Medical Center Utrecht and the University of Southern Denmark - 11th International Network of Integrated Care
Evaluation of Integrated Care: From methods to governance and applications
To understand the real impact of ICT within health care adopting a single analytical approach is inadvisable and that insight into the overall effects of ICT is best gained from consideration of a mix of study types
Ergonomic Evaluation of the Angle of Abduction in Laptops EnvironmentIJERA Editor
Laptops in 21st century are an integral part of every professional in vivid fields. Off late there has been
emergence of several ergonomic injuries such as repetitive strain injuries (RSIs) due to extensive usage of
laptops, which can be closely linked with applied force and postures. This study investigated the effect of
various angles of keyboard on the applied force and motor action plus response time while performing five
distinct tasks. On the basis of literature two different laptops were selected for performing different tasks. For
each case the three levels of platform angle were considered as 0°, 5°, and 10°. Male subjects were selected to
perform five distinct tasks for each platform angle for both laptops. The force applied (in milli-volts) and the
motor action plus response time (milli-seconds) were recorded using an oscilloscope. The data collected were
analyzed through ANOVA using MINITAB software. The abduction angle with the least mean response time
and applied force were considered as the best from ergonomics viewpoint. The ANOVA results showed that the
angle of abduction for both laptops (small and large) do have significant effect on applied force but not on motor
action plus response time. The analysis of results indicate that 10° angle of abduction in case of small laptops
should be applied to minimize musculoskeletal disorder and repetitive strain injuries.
Research relevance: This work suggests that those responsible for the function and operation of laptops would
have to redesign the system to reduce injuries, as far as musculoskeletal disorder, repetitive strain injuries and
other related problems are concerned. The present work can be quite useful for the system designers of
tomorrow.
BUILDING INFORMATICS: REVIEW OF SELECTED INFORMATICS PLATFORM AND VALIDATING ...IAEME Publication
Automation has introduced new dimension to the advent of project and
construction execution in construction field. Virtually all aspect of construction is
being innovated with cutting edge technology. In this study cutting edge technologies
were evaluated and their various validation platforms were evaluated. The following
objectives were set and achieved in this study: Establishing different tests that could
be carried out to ascertain functionality of an informatics platform, review of features
present in available informatics platforms, exploratory study of platform validity
system through functionality tests and developing a semantic icon functionality test.
Ten (10) informatics platforms were selected for case study, while 40 structured
questionnaires was used to collate respondents data as related to on the critical
factors that influences the effective use of system usability test on ICT Informatics
platform and parameters for newly generated Icon functionality rating scale(IRS). A
new test protocol was designed that could be used for carrying out Icon functionality
rating evaluation tagged”IRS”.
Presented at the 8th Healthcare CIO Certificate Program, Ramathibodi Hospital Administration School, Faculty of Medicine Ramathibodi Hospital, Mahidol University on March 13, 2018
Championing Contextual Research in Your OrganizationSteve Portigal
More and more design organizations actively embrace a range of user-centered methods, including ways of getting input from users: surveys, A-B testing, focus groups, usability testing. But for many teams, when it comes to leaving the office environment and going out to meet and observe customers, there is significant resistance.
In this talk, Steve Portigal draws from his 17 years of selling contextual research into organizations, as well as primary research he's conducted with internal champions and change agents to break down the cultural, resource, and other factors that inform this resistance.
Steve will suggest ways to address these challenges and look at how you can maximize the result of every small victory, turning every fieldwork experience into an opportunity to do more!
Você precisa começar decidindo qual problema deve ser enfrentado. Todo tipo de problema aparece diante de nós, em nosso trabalho diário, e quando vemos um grande número deles, temos de enfrentar a decisão de quais devem ser solucionados primeiro (Eiji Toyoda).
A pesquisa de marketing tem por objetivo a coleta de dados e informações sobre determinado mercado, que de certa forma auxiliem nas tomadas de decisão, e no exercício de um papel proativo na administração.
Evaluation of Web Applications based on UX ParametersIJECEIAES
The objective of evaluating User Experience (UX) in this era of technology is to enhance the user satisfaction. Earlier applications were built with the aim of reducing the work of users. But with the evolution of the technology, the emergence of new gadgets and new trends in the information technology, the applications had to be more user-centric. The primary objective of this research is to evaluate the user experience of web applications based on different UX parameters using different techniques and given a rating. Each of these ratings are combined to determine the overall rating of UX for the web application. Also, the secondary objective of this research is to provide suggestions or recommendations based on the ratings to improve the UX of the web applications. An experimental study was conducted and the results show a significant improvement. Areas of further enhancements have also been identified and presented.
User eXperience (UX) is defined as involving a person's behaviors, attitudes, and emotions about using a particular product, system or service. A company‘s UX strategy can include many activities, such as design thinking, early user experience methods, content strategy, certain types of user and market research, quantitative assessments, process innovation, design patterns, UX organizational structure, and career development. To large technology corporations and companies UX provides an important part of their business, and has a major impact on strategy and decision making. However, the way UX is managed an implemented can vary greatly from company to company.This paper provides an overview of the UX processes used by some of the world‘s leading technology companies and discusses which aspects of those strategies these companies choose to disclose and share in the public sphere
User Experience Evaluation for Automation Tools: An Industrial ExperienceIJCI JOURNAL
Evaluating the User Experience in some contexts is challenging, especially in automation applications, due to specific situations and requirements. This paper presents an experience of applying the UX evaluation method for an automation tool in the Android software industry to assist software engineers in identifying the UX problems faced by users. The work applies heuristic evaluation, survey, and user interview methods to find the UX problems, understand the respective reasons, validate the given information, and finally assess the UX. The evaluation identified critical problems related to error messages, system response to errors, and proper feedback about what software is doing. The found problems and discussions contributed to developing new UX evaluation methodologies.
A Critical Evaluation of Popular UX Frameworks Relevant to E-Health Appsrinzindorjej
This research paper aims to evaluate the usability, accessibility, and effectiveness of the current User Experience (UX) frameworks relevant to mobile health apps, with a specific focus on the FitBit app. The selected UX frameworks for evaluation include Nielsen Norman Group's 10 Usability Heuristics, Don Norman's Three Levels of Design, and Human-Centered Design. A mixed-method approach, comprising both qualitative and quantitative analyses, was employed to evaluate these frameworks. The FitBit app was assessed based on the selected frameworks, and the obtained results were compared with existing literature and industry standards. The main subject of this study is the critical evaluation of popular UX frameworks in the context of e-health apps, with a specific emphasis on the FitBit app. The evaluation factors considered include usability, accessibility, and effectiveness. By utilizing the selected UX frameworks, the paper seeks to identify the strengths and limitations of each framework in evaluating e- health apps. The achieved results reveal that Nielsen Norman Group's 10 Usability Heuristics are valuable in identifying usability issues within the FitBit app. Don Norman's Three Levels of Design effectively evaluate the overall user experience, providing insights into the app's design quality. Human- Centered Design, on the other hand, offers a comprehensive and holistic approach to designing for the user, encompassing various aspects of the FitBit app. Through this research, a comprehensive understanding of the strengths and limitations of the evaluated UX frameworks in relation to e-health apps, specifically the FitBit app, is attained. The findings contribute to the existing literature on UX evaluation and provide insights for designers and developers to enhance the user experience of mobile health applications.
The International Journal of Computational Science, Information Technology an...rinzindorjej
The International Journal of Computational Science, Information Technology and Control Engineering (IJCSITCE) is an open access peer-reviewed journal that publishes quality articles which make innovative contributions in all areas of Computational Science, Mathematical Modeling, Information Technology, Networks, Computer Science, Control and Automation Engineering. IJCSITCE is an abstracted and indexed journal that focuses on all technical and practical aspects of Scientific Computing, Modeling and Simulation, Information Technology, Computer Science, Networks and Communication Engineering, Control Theory and Automation. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on advanced techniques in computational science, information technology, computer science, chaos, control theory and automation, and establishing new collaborations in these areas.
The International Journal of Computational Science, Information Technology an...rinzindorjej
The International Journal of Computational Science, Information Technology and Control Engineering (IJCSITCE) is an open access peer-reviewed journal that publishes quality articles which make innovative contributions in all areas of Computational Science, Mathematical Modeling, Information Technology, Networks, Computer Science, Control and Automation Engineering. IJCSITCE is an abstracted and indexed journal that focuses on all technical and practical aspects of Scientific Computing, Modeling and Simulation, Information Technology, Computer Science, Networks and Communication Engineering, Control Theory and Automation. The goal of this journal is to bring together researchers and practitioners from academia and industry to focus on advanced techniques in computational science, information technology, computer science, chaos, control theory and automation, and establishing new collaborations in these areas.
THE USABILITY METRICS FOR USER EXPERIENCEvivatechijri
THE USABILITY METRICS FOR USER EXPERIENCE was innovatively created by Google engineers and it is ready for production in record time. The success of Google is to attributed the efficient search algorithm, and also to the underlying commodity hardware. As Google run number of application then Google’s goal became to build a vast storage network out of inexpensive commodity hardware. So Google create its own file system, named as THE USABILITY METRICS FOR USER EXPERIENCE that is GFS. THE USABILITY METRICS FOR USER EXPERIENCE is one of the largest file system in operation. Generally THE USABILITY METRICS FOR USER EXPERIENCE is a scalable distributed file system of large distributed data intensive apps. In the design phase of THE USABILITY METRICS FOR USER EXPERIENCE, in which the given stress includes component failures , files are huge and files are mutated by appending data. The entire file system is organized hierarchically in directories and identified by pathnames. The architecture comprises of multiple chunk servers, multiple clients and a single master. Files are divided into chunks, and that is the key design parameter. THE USABILITY METRICS FOR USER EXPERIENCE also uses leases and mutation order in their design to achieve atomicity and consistency. As of there fault tolerance, THE USABILITY METRICS FOR USER EXPERIENCE is highly available, replicas of chunk servers and master exists.
THE USABILITY METRICS FOR USER EXPERIENCE was innovatively created by Google engineers and it is ready for production in record time. The success of Google is to attributed the efficient search algorithm, and also to the underlying commodity hardware. As Google run number of application then Google’s goal became to build a vast storage network out of inexpensive commodity hardware. So Google create its own file system, named as THE USABILITY METRICS FOR USER EXPERIENCE that is GFS. THE USABILITY METRICS FOR USER EXPERIENCE is one of the largest file system in operation. Generally THE USABILITY METRICS FOR USER EXPERIENCE is a scalable distributed file system of large distributed data intensive apps. In the design phase of THE USABILITY METRICS FOR USER EXPERIENCE, in which the given stress includes component failures , files are huge and files are mutated by appending data. The entire file system is organized hierarchically in directories and identified by pathnames. The architecture comprises of multiple chunk servers, multiple clients and a single master. Files are divided into chunks, and that is the key design parameter. THE USABILITY METRICS FOR USER EXPERIENCE also uses leases and mutation order in their design to achieve atomicity and consistency. As of there fault tolerance, THE USABILITY METRICS FOR USER EXPERIENCE is highly available, replicas of chunk servers and master exists.
A rigorous user needs experience evaluation method based on software quality ...TELKOMNIKA JOURNAL
Our lives, nowadays, are digital. We, as humans, are using software applications in all our life aspects to meet our daily objectives and fulfill our needs. Software solutions that comprise mobile apps are widely spread, users can select from hundreds of available software solutions that fit their needs. Accordingly, user needs are becoming intricate and the software organizations are competing high to satisfy user requirements and the desires for better quality. This competition is not about satisfying the functional requirements but also satisfy user experience as well. Accordingly, studying, measuring, and improving user experience is crucial for the success of any software product. This research focuses on evaluating user experience needs by developing user experience needs evaluation method based on three main disciplines the user experience framework, the evaluation theory concept, and the ISOsoftware quality standards ISO/IEC 25022 and ISO/IEC 25023. Although these disciplines are available in the literature, they are not linked together to complete the mosaic picture of developing a UX evaluation method. Linking there three disciplines led to systematically identify the necessary evaluation criteria to evaluate user needs experience.
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 ...
UX with regard to interruptive advertising on YouTube: State of the artAI Publications
Often attached to usability, design, utility, accessibility, ergonomics, system performance, marketing, human-machine interaction, etc., UX is a multidisciplinary concept in continuous evolution. Among the online platforms marking this evolution, we shed light on one of the most manipulated video content sharing websites in Morocco: YouTube having a growing popularity and proposing a diversified digital advertising offer. From this point of view, the current research is theoretical in nature. It attempts to address the concept of user experience from a marketing perspective in general and in light of the evolution of YouTube advertising in particular. The aim is to focus more on the influencing factors attached to interruptive advertising on YouTube.
AN APPROACH TO IMPROVEMENT THE USABILITY IN SOFTWARE PRODUCTSijseajournal
One of the significantaspects of software quality is usability. It is one of the characteristics that judge by
the success or failure of software applications. The most important risk facing the software applications is
usability which may lead to the existence of a gap between users and systems. This may lead to system
failure because of Poor design. This is due to the design is not based on the desires and requirements of the
customer. To overcome these problems, this paper proposed an approach to improve usability of software
applications to meet the needs of the customer and interacts with the user easily with an efficient and
effective manner.The proposed approach is based prototyping technique due to itssimplicity and it does not
require additional costs to elicit precise and complete requirement and design.
Ericsson Review: Crafting UX - designing the user experience beyond the inter...Ericsson
There is more to a good user experience than attractive products and services that solve problems and function according to a given set of requirements. Creating products and services that provide compelling experiences for users requires planning, resources, and processes for monitoring progress and measuring quality – crafting UX.
Modern users are savvy and demanding, and their expectations are high. They want products and services that provide some level of value. They want their products to be aesthetically pleasing, emotionally satisfying, as well as easy to learn, use, install, maintain and upgrade.
Ericsson is shifting from being driven by technology to being driven by needs and experiences. This shift has manifested itself in the development of a design approach that gets close to the user. Crafting UX is a user experience (UX) framework with roles, responsibilities and guidelines to better understand, define and meet users’ needs.
Designing similar – yet not identical – assets that provide comparable functionality, in different ways for different products, is neither financially justifiable nor good in terms of usability. By reusing common assets and code for similar functionalities, design teams can focus on the important task of creating relevant content and functionality; in other words, content that is useful and usable.
By establishing a shared vision across all groups involved in the development of products and services teamwork becomes more effective and coordinated efforts lead to a greater design and a better user experience.
A METHOD FOR WEBSITE USABILITY EVALUATION: A COMPARATIVE ANALYSISIJwest
ABSTRACT
Graphical user interfaces design in software development process focuses on maximizing usability and the user's experience, in order to make the interaction for users easy, flexible and efficient. In this paper, we propose an approach for evaluating the usability satisfaction degree of a web-based system. The proposed method has been accomplished in two phases and implemented on an airlines website as a case study. In the first phase, a website usability test is implemented by a number of users, and then the results obtained are translated into charts for a final web-based system evaluation in the second phase. The results achieved
were satisfactory, since the places where the weaknesses and gaps in the website are identified and recommended solutions to avoid them are drawn. The authenticity of the results have been confirmed by comparing them with user opinions acquired from a questionnaire, which proves the precision in which the website is rated.
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2. technology use or possession; be it positive emotions such as
joy, pride, and excitement or simply “value” [10].
As UX is associated with a broad range of fuzzy concepts
related to emotion, affection, experience, hedonic and aesthetic,
this creates difficulty in getting a universal definition for UX.
Some examples of so-called elemental attributes of UX
proposed by Cockton [11] are fun, pleasure, pride, joy,
surprise, and intimacy. And these are just a subset of a growing
list of human values.
Roto & Kaasinen [12] propose that UX is a term that
describes user’s feelings towards a specific product, system, or
object during and after interacting with it. Various aspects
influence the feelings, such as user’s expectations, the
conditions in which the interaction takes place, and the
system’s ability to serve user’s current needs. According to
Jetter & Gerken [13], UX incorporates not only the traditional
qualities like reliability, functionality, or usability but also
novel and hard-to-grasp concepts from visual or industrial
design, psychology or marketing research, e.g. attractiveness,
stimulation, fun, “coolness”, “sexiness” or the successful
delivery of a brand proposition.
There are a number of researchers who investigated UX
components [9][14][15][16][17]. They found out that there is a
wide agreement that user’s earlier experiences and expectations
as well as the context of use affect UX.
Hassenzahl [18] proposed a complex model, which defined
key elements of UX and their functional relations. The author
distinguished the difference between pragmatic and hedonic
attributes in his model. Later, Hassenzahl & Tractinsky [9]
defined three high level components, which are able to cover
all aspects mentioned above. In [12][19], these three
components are taken as a starting point and a set of attributes
related to each component are identified. The first component
is the System, which involves product, object, service,
infrastructure and people, the complexity, purpose, usability,
functionality as the characteristics of the designed system. The
second component is the Context, which includes physical
context, social context, temporal context and task context. The
last component is the User, which considers user’s needs, the
available mental and physical resources, emotional state, earlier
experience and expectations.
There are various usability and UX evaluation methods in
the literature, which were categorized by [20] as: a) user-based
evaluation methods [21] such as user-administered
questionnaires, observing users and empirical usability testing;
b) inspection-based evaluation methods [22] such as heuristic
evaluation, guideline-based methods, cognitive walkthrough
and heuristic walkthrough; and c) model-based evaluation
methods [23] such as task network model.
A number of studies in the literature show that usability is
usually measured subjectively, and often not in a consistent
way [24][25][26][27]. Evaluation of usability in this manner
results in inconsistent results about the usability [28], or else
incomparability of the test results of products.
III. A FRAMEWORK SUPPORT FOR USABILITY AND UX
MEASUREMENT
In this section, we present the details of the developed
framework, which has two main components: 1) A taxonomy
for usability and UX attributes, and 2) A generic questions and
measures set for developing measurement instruments.
A. A Taxonomy For Usability and UX Attributes
In order to develop the framework, we first defined a
taxonomy for usability and UX attributes. Performing a
comprehensive literature review, we explored the definitions
and terminology for usability and UX attributes. We used the
snowball approach when performing the literature review. We
started by reviewing the standards discussed in [29] as the base
for our further exploration. Then, by analyzing the results, we
came up with a list of attributes with unified definitions and
terminology. In the framework, we chose to use the definitions
of the standards recognized by the community (see Appendix -
Table 3 & Table 4 for the definitions in the literature).
Finally, we defined a taxonomy of attributes and associated
sub-attributes by identifying the nature of the relationship
among them (see Table 1). In total, we identified 9 main
attributes and 27 associated sub-attributes. For example, the
sub-attributes; Time behavior, Resource utilization,
Operability, Minimal action, Feedback, Minimal memory load
and Navigability are dimensions of Efficiency attribute. From
the perspective of sub-attributes, for example, Attractiveness is
related to two main attributes: Satisfaction and
Generalizability. On the other hand, Understandability has no
relation to any sub-attributes identified.
B. A Generic Questions And Measures Set For Developing
Measurement Instruments
The framework was developed with the aim to support
companies for developing their usability and UX evaluation
instruments. Therefore, as the second step, we defined a
generic set of questions and measures, which mobile
companies can use in developing their usability and UX
evaluation methods.
To this end, we used the well-known Goal Question Metric
(GQM) paradigm [30][31]. GQM is a top-down approach used
in identifying the required measures in a company based on the
organizational or business goals. For the purposes of this study,
however, we used the GQM approach for another purpose than
how it is used traditionally.
As the framework was to be generic to allow designing
measurement instruments for any mobile development
company, we first defined generic top-level goals for the 9
usability and UX main attributes of mobile applications. For
example, one top-level goal was “to assess usability and UX
for a specific software product from the user’s point of view in
the context of mobile applications”.
157
3. TABLE 1. TAXONOMY FOR USABILITY AND UX ATTRIBUTES
ATTRIBUTES (with # of Questions identified)
Efficiency(77)
Effectiveness(48)
Satisfaction(98)
Productivity(5)
Learnability(52)
Safety(16)
Accessibility(22)
Generalizability(32)
Understandability(18)
SUB-ATTRIBUTES
Time behavior
Resource utilization
Users’ assessment
Experts ‘assessment
Operability
Minimal action
Feedback
Minimal memory load
Flexibility
Quality of outcome
Navigability
Preference
Users’ attitudes/perceptions
Memorability
Likeability
Fault tolerance
Security
Privacy
Accuracy
User Guidance
Consistency
Completeness
Attractiveness
Self-descriptiveness
Simplicity
Controllability
Readability
Then, we identified sub-goals for each main
attribute/sub-attribute pair in the taxonomy. For example,
one sub-goal was defined for Efficiency-Time Behavior and
another for Learnability-Minimal action. In total, we defined
63 sub-goals.
Later, we defined a set of questions that can be used by
mobile companies as part of measurement instruments as
these correspond to information needs of the stakeholders.
We also included in the framework a couple of questions
companies have already been using. For the main 9 main
attribute/27 sub-attribute pairs, we defined in total 368
questions (Efficiency: 77, Effectiveness: 48, Satisfaction: 98,
Productivity: 5, Learnability: 52, Safety: 16, Accessibility:
22, Generalizability: 32, Understandability: 18) as shown in
Table 1.
158
4. Finally, we associated the measures found in the
literature review to the questions. To answer each question,
we added both objective and subjective measures that we
identified in the literature. We present a few examples in
Table 2.
TABLE 2. EXAMPLE QUESTIONS AND MEASURES FOR USABILITY AND UX EVALUATION
1. a. Attribute: Efficiency
1.a.1 Sub-Attribute: Time behavior
Q1: How long does it take before the system response to a specified operation? (ISO 9126-2)
Measure: Response time T = (time of gaining the result) - ( time of command entry finished)
Q2: What is the average wait time the user experiences after issuing a request until the request is completed within a specified system load
in terms of concurrent tasks and system utilization? (ISO 9126-2)
Measure: Mean time to response
X = Tmean / TXmean
Tmean = ¦(Ti) / N, (for i=1 to N)
TXmean = required mean response time
Ti= response time for i-th evaluation (shot)
N= number of evaluations (sampled shots)
…
1.a Attribute: Efficiency
1.a.2 Sub-Attribute: Resource utilization
Q1: Is the I/O device utilization too high, causing inefficiencies? (ISO 9126-2)
Measure: I/O devices utilization X = A / B
A = time of I/O devices occupied,
B = specified time which is designed to occupy I/O devices
Q2: What is the average number of I/O related error messages and failures over a specified length of time and specified utilization? (ISO
9126-2)
Measure: Mean I/O fulfillment ratio X = Amean / Rmean
Amean = ¦(Ai)/N
Rmean = required mean number of I/O messages
Ai = number of I/O error messages for i-th evaluation
N = number of evaluations
Q3: What is the impact of I/O device utilization on the user wait times? (ISO 9126-2)
Measure: User waiting time of I/O devices utilization T = Time spent to wait for finish of I/O devices operation
…
3. Attribute: Effectiveness
3.3 Sub-Attribute: Accuracy
Q1: How completely have the accuracy requirements been implemented?
Measure: Computational accuracy (ISO 9126-3)
X=A/B
A= Number of functions in which specific accuracy requirements had been implemented, as confirmed in evaluation.
B= Number of functions for which specific accuracy requirements need to be implemented.
Q2: How often do the end users encounter results with inadequate precision?
Measure: Precision (Nyberg et al., 2001)
X=A/T
A=Number of results encountered by the users with level of precision different from required
T= Operation time
…
IV. CASE STUDY
In order to evaluate the framework, we conducted a case
study in a small telecom company. Our research question for
this case study was as follows: “Does the framework provide
improvement by supporting the design of usability and UX
evaluation instruments?”
We designed this case study as a single-case study [32] as
the case company and the selected application are
representative and typical in software mobile industry.
The case company was Adduce AB, a Swedish research,
development and consultancy company that was established
in early 2009. Adduce AB mainly provides four services:
Adduce Research, Adduce Studios, Adduce Consulting and
Adduce Courses. The research part focuses on developing
the Adduce toolbox, which would provide clients to drive,
prove and maintain high-level of usability in their products.
Adduce Studio mainly works on producing fun and
innovative mobile applications and games. And finally, the
company also offers expert consultancy in the area of
159
5. usability, UX, product management and software
development.
A. Case Study Conduct
The case company decided to use one of the recent
applications; BodyJournal application installed on iPod 8GB
product (model number: A1288), as the case application. The
main purpose of developing this application was to help
people to keep fit and healthy by controlling daily calories
gaining and burning amount.
For this case study, as the usability evaluation method,
we used User-based evaluation method [21] - a combination
of Questionnaire approach and Observing Users approach
[33]. For the UX, we used a combination of Questionnaire
approach and Narration approach [34][35].
To develop the measurement instruments, we tailored the
framework for the needs of the company and the case
application in an iterative by also involving the CEO of the
company, who himself is a usability measurement expert. He
has ten years of professional work experience on usability
research. In the past, he worked as usability researcher, test
leader, interaction design manager, and product strategy
manager.
The experts decided to evaluate a number of use cases. At
the end, two usability evaluation questionnaires were
developed for each (one with 67 statements using a likert-
scale from 1 to 5 for the end-user to fill in while each use
case is conducted and the other with 27 questions selected
from the framework for the test leader to make
measurements while observing the user during the tests).
These two forms evaluate 8 of the usability sub-
attributes; that is, Effectiveness, Efficiency, Productivity,
Learnability, Accessibility, Generalizability,
Understandability and Safety. The ninth usability sub-
attribute, Satisfaction was evaluated through an overall
satisfaction and UX evaluation form. In total, 19 statements
were selected from the framework and customized for the
BodyJournal application, which ended up with 10 statements
in the form.
Later, we used these instruments during the expert
evaluation session. Two participants from the case company
were involved at this phase. One of the participants had five
years of work experience as usability researcher and test
leader, and the second has eight years of experience of
method cooperation with industry [36] focusing usability.
Both had experience of developing a usability test
framework that became a de facto standard in industry with
more than 350 employees [37].
The case study was performed in the company offices.
One of the participants played the role of the user while the
other as the test leader. During the case study, the test leader
worked together with the user and the user was encouraged
to think aloud to help the test leader to better understand how
users were thinking and the motivations behind their
behavior.
The test leader observed the user during the tests and
made measurements according to the designed questions (e.g
recorded the time taken to conduct an individual task; noted
errors, and number of attempts to correct errors, observed the
user’s hesitation from a natural flow of user interaction,
recorded time taken to look for help and etc.).
When performing each use case, the user was requested
to complete the usability evaluation questionnaire concerning
the application in relation to the specific use case just
performed. This process was repeated for each use case and
in between each use case, the test leader communicated his
observations with the user and verified whether his
impressions were correct or not. When all 7 use cases were
completed, the user was asked to fill in an overall
Satisfaction and UX evaluation form, which expresses the
user’s overall opinion of the application based on the
experience.
The data collected during the sessions were summarized
using a spreadsheet and presented as graphs to show the
overall satisfaction.
B. Case Study Results
The participants of the expert evaluation session stated
that the evaluation results of the end-users together with the
expert tests provided good indicators regarding the strengths
and weaknesses of the current version of the BodyJournal
application.
For example, from the end-user evaluations (see Figure
1), it was identified that the Accessibility and
Generalizability aspects (such as support for multi-language,
interface customization and zooming functions) were not
considered for the current design of the application.
EffectivenessEfficiency
Satisfaction
Productivity
LearnabilitySafety
A
ccessability
G
eneralizability
U
nderstandability
U
X
FIGURE 1 BODYJOURNAL APPLICATION USABILITY & UX
TEST RESULTS (END-USERS PERSPECTIVE)
Furthermore, even though the Learnability and
Understandability aspects appeared to be good based on the
end-user evaluations, the test results of the experts regarding
two of the use cases showed that the grouping and ordering
of the menu options were not intuitive for the users, and
160
6. some were confusing. Therefore, the experts decided to re-
design the task flow for these use cases. The test results also
indicated that it was necessary to check the calculation
accuracy of adding activity function. The details of the test
results can be found in [8].
One important result from the usability evaluation to
improve the measurement and evaluation instruments was
the need to further categorize the use cases according to their
relationship to the specific aspects of usability and domain,
and that the questions can benefit from being split according
to the chosen use cases. This work needs to be done
iteratively by applying industry.
On the other hand, the case study has some validity
threats that require to be discussed. The case application was
evaluated in one company for a single case product.
Therefore, it is hard to generalize the results for other
companies and cases. But, we believe that the study is strong
in when it comes to conclusion validity, i.e. the degree to
which conclusions we reach about relationships in our data
are reasonable among professionals in the domain of
usability and UX.
V. CONCLUSIONS
This paper presented a framework for supporting
development of usability and UX measurement instruments.
The framework provides a unified terminology and
taxonomy for usability and UX attributes sub-attributes.
Furthermore, incorporating a generic set of questions and
related measures, the framework serves as a guideline for
mobile companies on how to trace and interpret the collected
data on the usability and UX of their products. The collected
data based on visible goals can eventually lead to better
decisions to improve the usability and the UX of the mobile
industry products.
Furthermore, during our discussions with the participants
of the case study, we identified the significance of addressing
context of use regarding usability measurement that requires
further investigation. Also, in most cases, usability and UX
measurements are still put in the late stage of software
product development and there is a need to find a way to
shift it to the early stage of development life cycle. A
promising future work identified is the extension of the
framework to help in identifying the relationship between
usability and UX attributes and their relevant measures that
could be used at different phases in the life cycle. This
information might be used to develop evaluation methods
early in the life cycle so that the final product usability and
UX will be improved.
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8. APPENDIX
TABLE 3. USABILITY AND UX ATTRIBUTES DESCRIPTION
Attributes Sources
Efficiency [3][5][38][39][40][41][42][43]
“The capability of the software product to provide appropriate performance, relative to the amount of resources used, under stated conditions.”
[3].
Effectiveness [4][40][41][42][43][44][45]
“The capability of the software product to enable users to achieve specified tasks with accuracy and completeness in a specified context of
use.” [44].
Satisfaction [4][38][39][41][42][43][44][46]
“Satisfaction measures assess the user’s attitudes towards the use of the product in a specified context of use.” [44].
Productivity [40][43][44]
“The capability of the software product to enable users to expend appropriate amounts of resources (i.e. time to complete tasks, user efforts,
materials or financial cost of usage) in relation to the effectiveness achieved in a specified context of use.” [44].
Learn-ability [3][38][40][41][42][43][45][46][47][48]
“The capability of the software product to enable the user to learn its application.” [3]
Safety [44]
“Safety metrics assess the level of risk of harm to people, business, software, property or the environment in a specified context of use. It
includes the health and safety of the both the user and those affected by use, as well as unintended physical or economic consequences.”
[44].
Accessibility [49]
The capability of a software product to be used by persons with some type of disability (e.g., visual, hearing).
Generalizability
This attribute concerns whether a software product accommodates different kinds of users with different cultural backgrounds, gender, age and
etc.
Understandability [3][38]
Whether users can understand how to select a software product that is suitable for their intended use and how it can be used for particular tasks.
TABLE 4. USABILITY AND UX SUB-ATTRIBUTES DESCRIPTION
Sub-Attributes Description
Time behavior [3][39]
“The capability of the software product to provide appropriate response and processing times and throughput rates when performing its
function, under stated conditions.” [1]
Resource utilization [3][39]
“Capability to consume appropriate amounts and types of resources when the software performs its function under stated conditions.” [3]
Attractiveness [3]
Capability of the software product to be attractive to the user (e.g., through use of color or graphic design)
Operability [3][45]
“The capability of the software product to enable the user to operate and control it.”
Likeability [3][51]
“User’s perceptions, feelings, and opinions of the product” [50]
Flexibility [47][48][52]
“With flexibility allowing adaptation to some specified percentage variation in tasks and or environments beyond those first specified.” [52]
Minimal action [39][40][48]
“Capability of the software product to help users achieve their tasks in a minimum number of steps.” [48]
Minimal memory load [48]
Whether a user is required to keep minimal amount of information in mind in order to achieve a specified task. To ensure minimal working
memory load will increase human performance. Minimal long-term memory load requirement will help users learn interface more easily.
The less that users need to learn, the faster users can learn it.
Memorability [38]
163
9. The concept of memorability, within the usability context, is that a user can leave a software product and, when he or she returns to it,
remember how to do things in it.
Accuracy [3]
“The capability of software product to provide right or agreed results or effects.” [3]
User Guidance [48]
Whether the user interface provides context-sensitive help and meaningful feedback when errors occur. In general, a computer system with a
good user guidance scheme will improve the learnability of the system as well as decrease the mental workload of the users since no extra
effort will be needed for the users to perform designated tasks.
Consistency [48]
“Degree of uniformity among elements of user interface and whether they offer meaningful metaphors to users.” In human computer
interaction, consistency is recognized to be able to improve user performance and user satisfaction.
Self-descriptiveness [53]
“The capability of the software product to convey its purpose and give clear user assistance in its operation.” Self-descriptiveness provides
simplicity by reducing users' memory load. Users can retain their capacity for their tasks instead of bothering with the system. They can
work more efficiently.
Feedback [3]
“Responsiveness of the software product to user inputs or events in a meaningful way.” [3]
Completeness [55]
Whether a user can complete a specified task.
Fault tolerance [3]
“The capability of the software product to maintain a specified level of performance in cases of software faults or of infringement of its
specified interface.” [3]
Readability [3]
Ease with which visual content (e.g., text dialogs) can be understood.
Controllability [41][42][43][53]
Whether users feel that they are in control of the software product.
Navigability [3]
Whether users can move around in the application in an efficient way.
Simplicity [54]
“Whether extraneous elements are eliminated from the user interface without significant information loss.”
Privacy [3]
“Whether users’ personal information is appropriately protected.”
Security [3]
“The capability of the software product to protect information and data so that unauthorized persons or systems cannot read or modify them
and authorized persons or systems are not denied access.”
Quality of outcome [55]
Measures of the quality of the outcome of the interaction
Experts’ assessment [55]
Experts’ assessment of outcomes of the interaction
Users’ assessment [55]
Users’ assessment of the outcome of interaction
Preference [56][57]
“Measures satisfaction as the interface users prefers using.” [55]
Users’ attitudes and perceptions [55]
“Users’ attitudes towards and perceptions of phenomena other than the interface” [55]
164