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 After Life App has great potential to compete with the ealehosickg3
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app ...
The After Life App has great potential to compete with the e.docxmattinsonjanel
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app ...
The After Life App has great potential to compete with the e.docxtodd801
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app.
Nowadays, computers and internet are playing the major role in the development of business and different aspects of human lives; hence, the quality of user-computer interface became an important issue. User interface (UI) can become an Achilles heel in a well-functioning system; due to the fact that most users judge the quality of a product by its usability. The UI layout design improves the usability of a product and accordingly may determine its success; so, due to this and more, the need of an objective way of evaluation of UI has arisen. This paper discusses various UI usability evaluation techniques and shows the recent developments in this field.
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 study of the interface usability issues of mobile learning applications for...IJITE
A conceptual framework for measuring the usability characteristics of mobile learning (m-Learning) application has been developed. Furthermore, a software prototype for smartphones to assess usability issues of m-Learning applications has also been designed and implemented. This prototype has been developed, using Java language and the Android Software Development Kit, based on the recommended guidelines of the proposed conceptual framework. The usability of the proposed model was compared to a generally available similar mobile application (based on the Blackboard) by conducting a questionnairebased survey at Western University. The two models were evaluated in terms of ease of use, user
satisfaction, attractiveness, and learnability. The results of the questionnaire showed that the participants considered the user interface based on our proposed framework more user-friendly as compared to the Blackboard-based user interface.
A STUDY OF THE INTERFACE USABILITY ISSUES OF MOBILE LEARNING APPLICATIONS FOR...IJITE
A conceptual framework for measuring the usability characteristics of mobile learning (m-Learning)
application has been developed. Furthermore, a software prototype for smartphones to assess usability
issues of m-Learning applications has also been designed and implemented. This prototype has been
developed, using Java language and the Android Software Development Kit, based on the recommended
guidelines of the proposed conceptual framework. The usability of the proposed model was compared to a
generally available similar mobile application (based on the Blackboard) by conducting a questionnairebased survey at Western University. The two models were evaluated in terms of ease of use, user
satisfaction, attractiveness, and learnability. The results of the questionnaire showed that the participants
considered the user interface based on our proposed framework more user-friendly as compared to the
Blackboard-based user interface.
The After Life App has great potential to compete with the ealehosickg3
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app ...
The After Life App has great potential to compete with the e.docxmattinsonjanel
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app ...
The After Life App has great potential to compete with the e.docxtodd801
The After Life App has great potential to compete with the existing clubbing software in the market. However, the app design work was conducted using insights collected from existing bibliographies as well as intensive market study. Most of the approaches used in this study enabled the designers to come with features that would capture Brighton students’ attention (Curtis, Lahiri and Brown, 2015). The major challenge that makes Android apps and Apple apps not to perform well in the current technology market is inadequate market research and reduced ability to address users’ needs.
Potential Frameworks, Techniques, and Theories
The positive impacts of the software can be measured using the general opinion given by users and its compatibility with internet connected devices. In this consideration, the PESTEL analysis was utilized at large to help the designers to install features that will stimulate positive usage of this application. This approach played a crucial role in guiding developers on how to create functions that would satisfy government and social needs (Joorabchi, Mesbah, and Kruchten, 2013). More importantly, the principle supported technological diversity where the app was engineered in such a way that it became flexible and easier to operate.
After launching a trial of this application, we witnessed a burgeoning development in user’s ability to control their clubbing ticketing behaviours. In this consideration, the app has been able to promote positive behaviour in the society and comply with the government rules and regulations. The goal of this app was to support operators in locating clubs of their choice at an affordable price (Song and Oh, 2016). Indeed, this app improves users’ ability to make sound clubbing decisions; thus, supporting ecological and legal considerations of this app.
The underlying hypothesis in the software development; the After Life App largely stimulates mental and physical impact on customers’ lives. Mainly, using this software client’s lifestyle is changed where they can only visit clubs which the app indicates (Pakroo, 2016). To a greater extent, when designing this App, the developers considered the software ability to enable long-lasting positive behaviours. The software plays a significant role in promoting user’s capability to locate secure clubbing sites which also offers high-quality services.
The other approach used in the design and development of this software is Tuckman principles. This model of software development ensured that the After Life software is beautiful to operate and it is entrenched on reminding customers about their best clubbing joints. In the quest to influence clients’ daily life, the team of developers remained focused since they had undergone Tuckman first and second stages, forming and storming where compatible individuals were selected. Notably, this approach argues that software developers need to solve or norm their differences to be able to come up with an app.
Nowadays, computers and internet are playing the major role in the development of business and different aspects of human lives; hence, the quality of user-computer interface became an important issue. User interface (UI) can become an Achilles heel in a well-functioning system; due to the fact that most users judge the quality of a product by its usability. The UI layout design improves the usability of a product and accordingly may determine its success; so, due to this and more, the need of an objective way of evaluation of UI has arisen. This paper discusses various UI usability evaluation techniques and shows the recent developments in this field.
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 study of the interface usability issues of mobile learning applications for...IJITE
A conceptual framework for measuring the usability characteristics of mobile learning (m-Learning) application has been developed. Furthermore, a software prototype for smartphones to assess usability issues of m-Learning applications has also been designed and implemented. This prototype has been developed, using Java language and the Android Software Development Kit, based on the recommended guidelines of the proposed conceptual framework. The usability of the proposed model was compared to a generally available similar mobile application (based on the Blackboard) by conducting a questionnairebased survey at Western University. The two models were evaluated in terms of ease of use, user
satisfaction, attractiveness, and learnability. The results of the questionnaire showed that the participants considered the user interface based on our proposed framework more user-friendly as compared to the Blackboard-based user interface.
A STUDY OF THE INTERFACE USABILITY ISSUES OF MOBILE LEARNING APPLICATIONS FOR...IJITE
A conceptual framework for measuring the usability characteristics of mobile learning (m-Learning)
application has been developed. Furthermore, a software prototype for smartphones to assess usability
issues of m-Learning applications has also been designed and implemented. This prototype has been
developed, using Java language and the Android Software Development Kit, based on the recommended
guidelines of the proposed conceptual framework. The usability of the proposed model was compared to a
generally available similar mobile application (based on the Blackboard) by conducting a questionnairebased survey at Western University. The two models were evaluated in terms of ease of use, user
satisfaction, attractiveness, and learnability. The results of the questionnaire showed that the participants
considered the user interface based on our proposed framework more user-friendly as compared to the
Blackboard-based user interface.
A Study of The Interface Usability Issues of Mobile Learning Applications for...IJITE
A conceptual framework for measuring the usability characteristics of mobile learning (m-Learning)
application has been developed. Furthermore, a software prototype for smartphones to assess usability
issues of m-Learning applications has also been designed and implemented. This prototype has been
developed, using Java language and the Android Software Development Kit, based on the recommended
guidelines of the proposed conceptual framework. The usability of the proposed model was compared to a
generally available similar mobile application (based on the Blackboard) by conducting a questionnairebased survey at Western University. The two models were evaluated in terms of ease of use, user
satisfaction, attractiveness, and learnability. The results of the questionnaire showed that the participants
considered the user interface based on our proposed framework more user-friendly as compared to the
Blackboard-based user interface.
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.
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.
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.
““USATESTDOWN” A PROPOSAL OF A USABILITY TESTING GUIDE FOR MOBILE APPLICATION...csandit
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
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.
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Monthly Journal,
Good quality Journals,
Research,
Research Papers,
Research Article,
Free Journals, Open access Journals,
erpublication.org,
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Best International Journals, High Impact Journals,
International Journal of Engineering & Technical Research
ISSN : 2321-0869 (O) 2454-4698 (P)
www.erpublication.org
Generating a Domain Specific Inspection Evaluation Method through an Adaptive...Waqas Tariq
The growth of the Internet and related technologies has enabled the development of a new breed of dynamic websites and applications that are growing rapidly in use and that have had a great impact on many businesses. These websites need to be continuously evaluated and monitored to measure their efficiency and effectiveness, to assess user satisfaction, and ultimately to improve their quality. Nearly all the studies have used Heuristic Evaluation (HE) and User Testing (UT) methodologies, which have become the accepted methods for the usability evaluation of User Interface Design (UID); however, the former is general, and unlikely to encompass all usability attributes for all website domains. The latter is expensive, time consuming and misses consistency problems. To address this need, new evaluation method is developed using traditional evaluations (HE and UT) in novel ways.
The lack of a methodological framework that can be used to generate a domain-specific evaluation method, which can then be used to improve the usability assessment process for a product in any chosen domain, represents a missing area in usability testing. This paper proposes an adapting framework and evaluates it by generating an evaluation method for assessing and improving the usability of a product, called Domain Specific Inspection (DSI), and then analysing it empirically by applying it on the educational domain. Our experiments show that the adaptive framework is able to build a formative and summative evaluation method that provides optimal results with regard to the identification of comprehensive usability problem areas and relevant usability evaluation method (UEM) metrics, with minimum input in terms of the cost and time usually spent on employing UEMs.
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.
Pakistan Journal of Science (Vol. 68 No.2June, 2016) 164 .docxbunyansaturnina
Pakistan Journal of Science (Vol. 68 No.2June, 2016)
164
A TECHNIQUE TO INCREASE THE USABILITY OF E-LEARNING WEBSITES
Q. Ain, M. Aslam
*
, S. Muhammad
**
, S. Awan
**
, M. T. Pervez
**
, N. Naveed
**
and A. Basit
**
S. Qadri
***
Department of Computer Science, School Education Department, Govt. of Punjab
*
Department of Computer Science and Engineering, University of Engineering & Technology, Lahore, Pakistan.
**
Department of Computer Science, Virtual University of Pakistan, Lahore, Pakistan.
***
Department of Computer Science, The Islamia University of Bahawalpur
Corresponding Author: [email protected]
ABSTRACT: Distance learning is an ancient idea to impart education to the learners who were
unable to join the regular educational institutes. Revolution in information technology has changed this
mode of learning to e-learning. E-learning is the mode of education in which the learners in remote
areas were educated through the use of technology. Many institutes have developed dedicated websites
and learning management systems such as open courseware, to introduce e- learning method. These
learning management systems are very efficient, have vast learning material and communication
channels without assistive support for physically disabled users. Lack of assistive technology support
in these websites stimulated negative user experiences. In this research work an e-learning usability
evaluation model based on user’s mental model, had been developed. Objective of this research work
was to reduce the gap between user’s mental model and designer’s perception. The major problem
while improving usability was a communication gap between user and designer.
Keywords:Usability, Accessibility, User Experience, Cognitive Burden, Learning Adaptive, Usability Evaluation
Model.
(Received 19-02-2015 Accepted 02-06-2016).
INTRODUCTION
Just making things easy to visualize may not be
a parameter to address the usability. Usability is a well-
defined unit of product adoption level of user with
contentment, competence and worth. User experience,
cognition and learning ability are important factors for
website surfing (ISO-9241-11, 1998). Usability of
websites is measured by its user adaptive level, screen
reading level, satisfaction and learnability. The above-
mentioned factors affect accessibility of a website design,
user adaptation and display of contents with ease of use
and navigation. Massachusetts institute of technology
(MIT) launched its open courseware in 2002 for the first
time in the history which gave the concept of e-learning.
A lot of irrelevant images or textures on the websites lead
to cognitive burden which disturbs the users. A
combination of intrinsic burden, germane burden and
extraneous burden is known as cognitive burden (Hasan,
2012).
The purpose of developing e-learning usability
evaluation model is to reduce the gap between mental
model of th.
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 ...
ADVANCEMENT IN THE MOBILE APP REVIEW SYSTEM TO ENHANCE QUALITY OF MOBILE APPL...csandit
The market for mobile applications has enormously increased in the past five years. According
to the App Annie reports, the gross annual revenue is projected to exceed $189 billion by 2020.
Developing and enhancing mobile applications will vastly facilitate in increasing the market for
mobile applications. User reviews of mobile apps play a vital role in enhancing the quality of currently existing mobile applications, and, in the development of new high quality mobile applications. Typically, user reviews are either in the form of several lines of text or numerical
rating or both. Both forms of rating are meant to aid the prospective users in app installation/purchasing. User reviews also assist the developers in identifying technical glitches (if any) and in providing further advanced updates to the mobile app. The objective of this paper is twofold. Firstly, this paper identifies the currently existing app review systems and analyzes each of these app review systems in detail. Secondly, based on the analysis, we have introduced a four-step app review system that will be instrumental in enhancing the quality of mobile applications. In addition, we have presented the results of a survey (sample size = 100) that was administered to comprehend the effectiveness of the proposed app review system.
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.
2 nd International Conference on Soft Computing, Data mining and Data Scienc...rinzindorjej
2
nd International Conference on Soft Computing, Data mining and Data Science (SCDD
2024) will provide an excellent international forum for sharing knowledge and results in
theory, methodology and applications of Soft Computing, Data mining, and Data Science.
The Conference looks for significant contributions to all major fields of the Soft Computing,
Data mining, and Data Science in theoretical and practical aspects. The aim of the
Conference is to provide a platform to the researchers and practitioners from both academia
as well as industry to meet and share cutting-edge development in the field.
Authors are solicited to contribute to the Conference by submitting articles that illustrate
research results, projects, surveying works and industrial experiences that describe significant
advances in the following areas, but are not limited to
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Pakistan Journal of Science (Vol. 68 No.2June, 2016) 164 .docxbunyansaturnina
Pakistan Journal of Science (Vol. 68 No.2June, 2016)
164
A TECHNIQUE TO INCREASE THE USABILITY OF E-LEARNING WEBSITES
Q. Ain, M. Aslam
*
, S. Muhammad
**
, S. Awan
**
, M. T. Pervez
**
, N. Naveed
**
and A. Basit
**
S. Qadri
***
Department of Computer Science, School Education Department, Govt. of Punjab
*
Department of Computer Science and Engineering, University of Engineering & Technology, Lahore, Pakistan.
**
Department of Computer Science, Virtual University of Pakistan, Lahore, Pakistan.
***
Department of Computer Science, The Islamia University of Bahawalpur
Corresponding Author: [email protected]
ABSTRACT: Distance learning is an ancient idea to impart education to the learners who were
unable to join the regular educational institutes. Revolution in information technology has changed this
mode of learning to e-learning. E-learning is the mode of education in which the learners in remote
areas were educated through the use of technology. Many institutes have developed dedicated websites
and learning management systems such as open courseware, to introduce e- learning method. These
learning management systems are very efficient, have vast learning material and communication
channels without assistive support for physically disabled users. Lack of assistive technology support
in these websites stimulated negative user experiences. In this research work an e-learning usability
evaluation model based on user’s mental model, had been developed. Objective of this research work
was to reduce the gap between user’s mental model and designer’s perception. The major problem
while improving usability was a communication gap between user and designer.
Keywords:Usability, Accessibility, User Experience, Cognitive Burden, Learning Adaptive, Usability Evaluation
Model.
(Received 19-02-2015 Accepted 02-06-2016).
INTRODUCTION
Just making things easy to visualize may not be
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website surfing (ISO-9241-11, 1998). Usability of
websites is measured by its user adaptive level, screen
reading level, satisfaction and learnability. The above-
mentioned factors affect accessibility of a website design,
user adaptation and display of contents with ease of use
and navigation. Massachusetts institute of technology
(MIT) launched its open courseware in 2002 for the first
time in the history which gave the concept of e-learning.
A lot of irrelevant images or textures on the websites lead
to cognitive burden which disturbs the users. A
combination of intrinsic burden, germane burden and
extraneous burden is known as cognitive burden (Hasan,
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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 ...
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rating or both. Both forms of rating are meant to aid the prospective users in app installation/purchasing. User reviews also assist the developers in identifying technical glitches (if any) and in providing further advanced updates to the mobile app. The objective of this paper is twofold. Firstly, this paper identifies the currently existing app review systems and analyzes each of these app review systems in detail. Secondly, based on the analysis, we have introduced a four-step app review system that will be instrumental in enhancing the quality of mobile applications. In addition, we have presented the results of a survey (sample size = 100) that was administered to comprehend the effectiveness of the proposed app review system.
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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.
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The International Journal of Computational Science, Information Technology and Control Engineering (IJCSITCE)
1. A CRITICAL EVALUATION OF POPULAR UX
FRAMEWORKS RELEVANT TO E-HEALTH APPS
Harshaprathan Rangeswan, Arzath Areeff, Saruniya Manivannan,
Benjo Rajkumar, Jagath Wickramarathne
Faculty of Graduate Studies and Research,
Sri Lanka Institute of Information Technology, Malabe, Sri Lanka
ABSTRACT
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.
KEYWORDS
UX frameworks, e-health apps, FitBit app, Nielsen Norman Group's 10 Usability Heuristics, Don
Norman's Three Levels of Design, Human-Centered Design, usability, accessibility, effectiveness.
1. INTRODUCTION
In recent years, the widespread adoption of e-health apps and wearable devices has revolutionized
the way individuals track and manage their health. These apps aim to promote healthy behaviours
by enabling users to monitor their physical activity, food intake, and other health-related data
conveniently. Among the various wearable devices available, FitBit has emerged as a popular
choice among fitness enthusiasts worldwide. However, the success of these e-health apps relies
heavily on the user experience (UX) they provide. A satisfying and engaging UX is crucial for
retaining users and ensuring the long-term success of these apps. Therefore, it is essential to
critically evaluate the popular UX frameworks employed in the development of e-health apps like
FitBit.
The International Journal of Computational Science, Information Technology and Control Engineering (IJCSITCE)
Vol.10, No.1/2/3, July 2023
DOI: 10.5121/ijcsitce.2023.10302 25
2. The motivation behind this study stems from the increasing importance of UX in the success of
e-health apps. While there have been significant advancements in e-health technology, there
remain challenges in creating seamless and user-friendly interfaces that cater to the diverse needs
and preferences of users. Users expect e-health apps to be intuitive, engaging, and accessible,
while also delivering accurate and meaningful health-related information. Addressing these
challenges and creating a superior UX is paramount for user retention, user satisfaction, and
ultimately improving individuals' health outcomes.
The objectives of this research paper are as follows:
1. To critically evaluate the effectiveness of popular UX frameworks used in the development
ofe-health apps, with a specific focus on the FitBit app.
2. To assess the usability, engagement, accessibility, and aesthetics of the FitBit app based
onthe selected UX frameworks.
3. To identify strengths and limitations of the evaluated UX frameworks in the context of
e-health apps and provide recommendations for their improvement.
To achieve these objectives, we will conduct a comprehensive evaluation of popular UX
frameworks, including Nielsen Norman Group's 10 Usability Heuristics, Don Norman's Three
Levels of Design, and Human-Centered Design. These frameworks are widely recognized and
employed in the design and evaluation of user interfaces. Through a mixed-method approach,
combining qualitative and quantitative analyses, we will assess the FitBit app based on these
frameworks and compare the results with existing literature and industry standards.
In the critical evaluation, we will focus on key factors such as usability, engagement,
accessibility, and aesthetics. Usability, in particular, plays a fundamental role in determining the
success of any app. Research has shown that usable interfaces contribute to higher user
satisfaction, increased engagement, and improved task performance. For instance, a study by
Balaam et al. [1] demonstrated that designing interactive systems with a focus on usability leadsto
more efficient energy management in the home environment. Similarly, in the context of e- health
apps, studies have emphasized the significance of usability in improving user experience and
facilitating health behaviour change. By evaluating the FitBit app, we aim to identify its strengths
and weaknesses in terms of usability, engagement, accessibility, and aesthetics. These aspects are
crucial for delivering a compelling user experience and sustaining user engagement. By
leveraging the selected UX frameworks, we will provide insights into how well the FitBit app
aligns with established principles and guidelines. This research will help inform designers,
developers, and researchers in enhancing the UX of e-health apps, ultimately leading to better
user engagement, improved health outcomes, and increased user satisfaction.
2. LITERATURE REVIEW
2.1. Nielsen's 10 Usability Heuristics
This research paper [2] focused on proposing the use of usability heuristics as a parameter for
assessing usability testing. The author argues that usability is an essential aspect of software
development, and usability testing is a vital step in ensuring that software is user-friendly and
meets the user's needs.
The paper provides an overview of the concept of usability and usability testing and the
importance of heuristics in evaluating usability. The author discusses the ten usability heuristics
The International Journal of Computational Science, Information Technology and Control Engineering (IJCSITCE)
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3. proposed by Jakob Nielsen and how they can be used to assess usability during testing. The
author also presents a case study to demonstrate the effectiveness of usability heuristics in
evaluating the usability of a software application.
The paper is well-written and presents a convincing argument for the use of usability heuristics in
assessing usability testing. The author provides a thorough explanation of the heuristics and how
they can be used to evaluate software usability, making the paper a useful resource for software
developers and usability testers. Overall, the paper provides valuable insights into the importance
of usability testing and the role of usability heuristics in evaluating software usability.
The paper [3] provides an overview of the importance of usability in e-learning applications,
particularly for children, and emphasizes the need for usability evaluation using heuristics. The
authors propose a set of usability heuristics specifically tailored for child e-learning applications
based on previous research and expert opinions.
The authors conducted a study to evaluate the usability of two e-learning applications for children
using the proposed heuristics. The study involved 30 children between the ages of 5and 7, and
the results showed that the proposed heuristics were effective in identifying usability issues in the
applications.
Overall, the paper provides a valuable contribution to the field of e-learning by proposing a set of
usability heuristics specifically designed for child e-learning applications and demonstrating their
effectiveness in evaluating the usability of e-learning applications for children. The study
conducted by the authors provides valuable insights into the importance of usability evaluation
and the role of usability heuristics in identifying usability issues in e-learning applications.
2.2.Don Norman’s Three Levels of Design
Don Norman proposed [4] the theory that good design depends on three key factors:
discoverability (ability to figure out how something works), understandability (ability to realize
why it works that way), and usability (ability to use it effectively and efficiently).
In the research paper [5], the authors apply this framework to the design of smartwatches. They
argue that the success of smartwatches depends on how well they are designed at each of these
three levels. At the visceral level, smartwatches need to be visually appealing and aesthetically
pleasing. The authors argue that this is particularly important for smartwatches, which are often
worn as fashion accessories. Smartwatches need to look good on the wearer's wrist and match
their personal style. At the behavioural level, smartwatches need to be easy to use and intuitive.
The authors argue that smartwatches need to be designed with the user in mind, and that they
should be simple and straightforward to use. This means that smartwatches need to have a clear
and easy-to-use interface that is responsive and intuitive. At the reflective level, smartwatches
need to have meaning and emotional appeal. The authors argue that smartwatches need to be
designed to create a connection with the wearer, and that they should be designed to elicit positive
emotions and feelings of satisfaction.
The paper [6] introduces Norman's Three Levels of Design, which includes visceral, behavioural,
and reflective levels. The authors argue that these levels play a significant role in the emotional
experience of users and the success of a design. They propose that designers should consider all
three levels in their design process to create emotional resonance and a positive user experience.
In the paper [7], The authors apply Norman's Three Levels of Design to analyse the design
process of a cultural artifact, a Malaysian kite. They argue that the visceral, behavioural, and
reflective levels can provide a useful framework for analysing cultural artifacts and understanding
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4. their emotional resonance with users. By applying this framework, they wereable to identify
areas for improvement and create a more effective design.
2.3. Human-Centered Design
In the research paper [8], Communication systems created for business, research, and sometimes
even entertainment can all benefit from the author's considerations regarding human-centered
system design. The majority of the sections, in fact, leave one eager to test their favourite or
ongoing designs against the numerous recommendations and analysis of the choices they lay
out. This research paper offers a valuable new resource for instructors and facilitators ofindustrial
conferences.
A preliminary literature assessment and views on the creation of human and user-centered design
products have been studied in the investigation offered in this paper [9]. Author have provided a
thorough explanation of the HCD methodology, which they view as a practical and reliable
strategy for creating interactive connected health devices. Technique gives HCD and
development a quick, efficient framework that will work for current design and usability
engineering teams in highly competitive, time-constrained markets. The actions that can be
taken throughout each phase have been thoroughly covered. Author also explained why we
think this technique is adaptable and valuable, especially for enhancing the usability, human
aspects, and user experience of systems and gadgets intended for use in the medical field.
2. METHODOLOGY
The aim of this research was to evaluate the user experience of the Fitbit application using three
selected user experience (UX) frameworks. The three frameworks selected were Nielsen Norman
Group’s 10 Usability Heuristics, Don Norman’s Three Levels of Design, and Human- Centered
Design. The research process included a background study, a literature review, a survey
questionnaire, data analysis, and user testing. The research findings provided insightsinto the
usability, accessibility, and effectiveness of the selected UX frameworks.
The first step in the research process was to conduct a background study to identify an
appropriate application for evaluation. Fitbit was chosen as the application due to its popularity
among users and its widespread use in the fitness and health industry.
A literature review was conducted to identify relevant UX frameworks to evaluate the Fitbit
application. The three selected frameworks were chosen based on their widespread use and
recognition in the field of user experience design. The literature review involved referring to
reputable researchers' works and research papers.
A survey questionnaire was developed based on the selected UX frameworks and distributed toa
selective group of 57 participants who had experience using the Fitbit application. The survey
questions were designed to evaluate the Fitbit application using the selected UX frameworks. The
survey results were analysed and evaluated to inform the research.
The survey results were analysed and evaluated to identify common themes and areas of
improvement for the Fitbit application. The results showed that the application performed wellin
some areas, but there were areas for improvement in terms of usability, accessibility, and
effectiveness.
The final phase of the research involved user testing of the Fitbit application. The user testing was
The International Journal of Computational Science, Information Technology and Control Engineering (IJCSITCE)
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5. designed to test the Fitbit application against the selected frameworks' principals and concepts.
The testing aimed to identify areas where the application could be improved to enhance the user
experience.
The research findings provided insights into the usability, accessibility, and effectiveness of the
Fitbit application using the selected UX frameworks. The findings revealed that the application
performed well in some areas but had several areas for improvement. The recommendations
provided insights into how the application could be improved to enhance the user experience.
Overall, the research process methodology involves several steps, including a backgroundstudy,
a literature review, a survey questionnaire, data analysis, and user testing. The research findings
will provide insights into the usability, accessibility, and effectiveness of the Fitbit application
using the selected UX frameworks. The recommendations will be provided with insights into how
the application could be improved to enhance the user experience. Overall, theresearch will be
highlighted on the importance of incorporating user experience design principles into application
design to enhance user engagement and satisfaction while considering the usability, accessibility
and effectiveness and the conclusion and the results will be drawn.
3. USER TESTING
User testing is an essential component of analysing the survey results we have collected for our
research paper on popular UX frameworks relevant to E-health apps. By observing users as they
interact with the Fitbit app and asking for their feedback, we can gain a deeper understanding of
their needs and preferences [10] and validate or refute the findings of the survey.
During the user testing sessions, we will ask participants to perform tasks that are relevant to the
survey questions. For example, we will ask participants to open the Fitbit app and identify
which operating system they are using to run the app. We will also ask participants how often
they use the app and whether they feel the app appropriately and promptly updates them when
interacting with any system [11].
The survey is held and constructed based on the principals of the selected 3 user experience
frameworks. From the user perspective the survey questions will get the answer how in real the
user experience principals or followed or conveyed.
Furthermore, we will ask participants whether they feel the Fitbit app shows information in
ways that they understand from how the real world operates, and in their language. We will also
evaluate whether the app offers users control and lets them undo errors easily, and whether
participants feel the app follows consistency and standards in design and user experience.
In addition, we will ask participants whether they feel the app recognizes options and actions,
provides flexibility and efficiency of use in the flows, and only focuses on relevant information.
We will also evaluate whether the app provides help and documentation, and whether it focuses
on people and their context in order to create things that are appropriate for them.
Finally, we will evaluate whether participants feel the app understands and solves the right
problems, the root problems, and whether it views everything as a system of interconnected parts.
We will also evaluate whether the app incorporates the best of behavioural design and reflective
design.
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6. 4. RESULTS
Table 1 Nielsen’s heuristics survey results
Figure 1 HCD Visual Experience Survey Result
Figure 2 Norman's Triad People Focus Survey Result
In terms of usability, users generally found the app to be consistent with standards (93%) and
offer flexibility and efficiency in its flows (68%). Additionally, users reported that the app offers
help (71%) and documentation (61%) and recognizes options and actions (71%).
Regarding design principles, users felt that the app followed the principles of human-centred
design (71%) and presented information in a way that was understandable (71.9%). Additionally,
users reported that the app provides a good visual (73%) and behavioural design (77%)
experience.
The International Journal of Computational Science, Information Technology and Control Engineering (IJCSITCE)
Vol.10, No.1/2/3, July 2023
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7. However, some areas for improvement were identified. For example, users felt that the app could
better avoid errors or warn users before they take risky actions (50.9%) and could focus more on
relevant information (64%). Additionally, users were unsure if the app understood and solved the
right problems (54%) and whether it fully recognized everything as a system of interconnected
parts (35%).
According to the survey results, participants rated Human-Centered Design (HCD) the highest
in terms of usability, followed by Nielsen Norman Group's 10 Usability Heuristics, and then Don
Norman’s Three Levels of Design.
HCD emphasizes the importance of understanding and designing for the end user's needs, goals,
and context of use, which may explain its high rating.
Nielsen Norman Group's 10 Usability Heuristics, which are principles for designing usable
interfaces, were also rated highly. These heuristics include principles such as visibility of system
status, user control and freedom, and consistency and standards.
On the other hand, Don Norman’s Three Levels of Design, which categorize design intovisceral,
behavioural, and reflective levels, received the lowest rating. This framework may be seen as
more abstract and difficult to apply in practice compared to the other two.
During the testing and evaluation of the FitBit app using the selected UX frameworks, some
limitations and deficiencies were also observed. These limitations highlight areas where the app
can be improved to enhance the overall user experience.
Error prevention and warning: Participants expressed the need for the app to better avoid errors or
provide warnings before users engage in risky actions. This suggests that the app could
benefit from incorporating more proactive error prevention mechanisms and informative prompts
to guide users and minimize the likelihood of errors.
Relevance of information: Users indicated that the app could focus more on relevant information.
This implies that the app could provide more tailored and personalized content, ensuring that the
information presented to users is directly related to their specific health goals, preferences, and
context. This would help users find the information they need quickly and efficiently.
Systemic understanding: Participants were unsure if the app fully recognized everything as a
system of interconnected parts. This suggests that the app could enhance its design by providinga
more integrated and cohesive experience. It should emphasize the connections and relationships
between different features and functions, allowing users to navigate and interact with the app in a
more seamless and holistic manner.
Don Norman's Three Levels of Design: The framework received the lowest rating among the
evaluated UX frameworks. This indicates that participants found this framework to be more
abstract and challenging to apply in practice compared to the other two frameworks. It may
require additional guidance or clarification to make it more accessible and applicable for
evaluating and improving the FitBit app's user experience.
5. CONCLUSIONS
In conclusion, the survey results suggest that Fitbit App generally adheres to well-knownusability
heuristics such as Nielsen Norman Group's 10 Usability Heuristics and Don Norman’s Three
Levels of Design. However, there is room for improvement in terms of error prevention,
information relevancy, and systemic understanding.
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8. Furthermore, the results indicate that Human-Centered Design and Nielsen Norman Group's 10
Usability Heuristics are perceived as more practical and applicable frameworks for designing user
interfaces. These findings highlight the importance of incorporating user-centred design
principles in UI design and suggest that usability heuristics should be considered as a valuable
tool for evaluating and improving the usability of interfaces.
Overall, this survey provides valuable insights into the usability of the Fitbit App and the
effectiveness of different UI design frameworks. These findings have implications for designers,
developers, and researchers working in the field of UI design and usability and underscore the
need for continued efforts to enhance the usability of digital interfaces.
6. FUTURE SCOPE
Future research could focus on investigating the specific areas where the Fitbit App can be
improved to align better with the principles of Human-Centered Design and the Nielsen Norman
Group's 10 Usability Heuristics. For instance, error prevention and information relevancy are
identified as areas that require attention in the current study. Researchers could explore how to
improve these aspects using design patterns and best practices suggested in the literatures [16]
[17].
Furthermore, the systemic understanding of the FitBit app can be further advanced by applying
Don Norman's Three Levels of Design. This framework encompasses not only practical usability
but also the emotional and behavioural aspects of the user experience. Future research can explore
ways to design interfaces that provide a more seamless and coherent experience for users, taking
into account the various contexts and situations in which the app is used [13]. This may involve
considering the app's interactions with wearable devices, integrating social features, or
incorporating personalized feedback mechanisms to enhance the overall user experience.
Overall, the future scope of improvements in the FitBit app lies in refining and optimizing its
design to better align with the principles of Human-Centered Design and the Nielsen Norman
Group's 10 Usability Heuristics. Researchers can leverage the insights gained from these
frameworks to guide the iterative design process and address the identified limitations. By
incorporating design patterns, best practices, and considering the emotional and behavioural
dimensions of user experience, the FitBit app can evolve into a more user-centric and engaging
platform.
It is worth noting that continuous user feedback and engagement are crucial for driving these
improvements. Future research could involve conducting user studies, surveys, and interviews to
gather insights and preferences directly from FitBit app users. This feedback-oriented approach
can provide valuable input for iterative design processes, aiding in the development of new
features and enhancements that better meet user needs and expectations.
ACKNOWLEDGEMENTS
We would like to express our deepest appreciation to the members of the Sri Lanka Institute of
Information Technology's Emerging Topics in Information Technology Lecture panel lecture
panel who provided us with their valuable insights and guidance throughout this researchproject.
Your feedback and expertise have been instrumental in shaping the direction andmethodology of
our study.
We would also like to extend our gratitude to the survey participants who generously gave their
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9. time and shared their experiences with us. Your contributions have been crucial in providing us
with rich and diverse data, enabling us to draw meaningful conclusions and recommendations.
Finally, we would like to thank our colleagues, friends, and family who have provided us with
their unwavering support and encouragement throughout this research journey. Your motivation
and belief in us have been the driving force behind our commitment and dedication to this project.
Once again, we express our sincere appreciation to all those who have contributed to the success
of this research project.
REFERENCES
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[8] Donald Norman. User centered system design. New perspectives on human-computer interaction,
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[9] William Johnston, Alison Keogh, Jane Dickson, Stephen J Leslie,Peter Megyesi, Rachelle Connolly,
David Burke, Brian Caulfield, et al.Human-centered design of a digital health tool to promote
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[10] Jakob Nielsen. Why you only need to test with 5 users. retrieved from,2012.
[11] JoAnn T Hackos. Handbook of usability testing, 1995.
[12] Ben Shneiderman. Designing the user interface: Strategies for effective human-computer interaction.
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[13] Bruce Tognazzini. Tog on Interface. Addison-Wesley Professional, 1993.
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10. AUTHORS
Harshaprathan Rangeswaran- Reading MSc IT at SLIIT
Arzath Areef - Reading MSc IT at SLIIT
Saruniya Manivannan - Reading MSc IT at SLIIT
Benjo Rajkumar - Reading MSc IT at SLIIT
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