997 resultados para AUX - usability test
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Emily Daly and Thomas Crichlow conducted a usability test of the Duke University Chapel exhibit displayed in the Chappell Family Gallery on May 20, 2016. The test was conducted to learn how people interact with the exhibit. The test consisted of two general questions, three tasks, and brief followup questions; each test took approximately 15 minutes to complete.
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Emily Daly and Gordon Chadwick conducted a think-aloud usability study on June 20, 2016 in the Perkins Library at Duke University. The study tested users’ perceptions of a new search results page for online journal titles.
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During the summer of 2016, Duke University Libraries staff began a project to update the way that research databases are displayed on the library website. The new research databases page is a customized version of the default A-Z list that Springshare provides for its LibGuides content management system. Duke Libraries staff made adjustments to the content and interface of the page. In order to see how Duke users navigated the new interface, usability testing was conducted on August 9th, 2016.
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Thomas Crichlow and Gordon Chadwick conducted a think-aloud usability study on August 1, 2016 in the Perkins Library at Duke University. The study tested users’ perceptions of a new LibGuides driven research guide for scholarly images by asking them to complete information seeking tasks and provide feedback.
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This presentation was offered as part of the CUNY Library Assessment Conference, Reinventing Libraries: Reinventing Assessment, held at the City University of New York in June 2014.
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The aim of this clinical study was to determine the efficacy of Uncaria tomentosa (cat's claw) against denture stomatitis (DS). Fifty patients with DS were randomly assigned into 3 groups to receive 2% miconazole, placebo, or 2% U tomentosa gel. DS level was recorded immediately, after 1 week of treatment, and 1 week after treatment. The clinical effectiveness of each treatment was measured using Newton's criteria. Mycologic samples from palatal mucosa and prosthesis were obtained to determinate colony forming units per milliliter (CFU/mL) and fungal identification at each evaluation period. Candida species were identified with HiCrome Candida and API 20C AUX biochemical test. DS severity decreased in all groups (P < .05). A significant reduction in number of CFU/mL after 1 week (P < .05) was observed for all groups and remained after 14 days (P > .05). C albicans was the most prevalent microorganism before treatment, followed by C tropicalis, C glabrata, and C krusei, regardless of the group and time evaluated. U tomentosa gel had the same effect as 2% miconazole gel. U tomentosa gel is an effective topical adjuvant treatment for denture stomatitis.
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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.
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Dissertation submitted in partial fulfilment of the requirements for the Degree of Master of Science in Geospatial Technologies
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Dissertação de mestrado em Engenharia de Sistemas
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Resumen: El artículo analiza los problemas de accesibilidad que actualmente presentan los artículos científicos en soporte digital. El estudio se centra en los aspectos de facilidad de uso del contenido de los documentos digitales según la forma en que se publiquen, sin entrar en el estudio de los distintos sistemas de recuperación. Se analizan los dos formatos más utilizados para la publicación de artículos científicos en soporte digital: HTML y PDF, estudiando el desempeño lector en relación a la presencia de sumarios o de tablas internas o vinculadas. El estudio se ha realizado con dos colectivos: 30 sujetos ciegos, usuarios de Jaws, contactados gracias a la mediación de la Fundación ONCE, y 30 sujetos no ciegos, profesores del Departamento de Biblioteconomía y Documentación de la Universidad de Barcelona. El estudio muestra que la localización de los datos contenidos en tablas se ve facilitada en documentos HTML por la inclusión de un sumario que vincule con la tabla, así como la inclusión de tablas completas en el cuerpo del documento HTML facilita la actividad lectora por parte de los usuarios ciegos. A nivel metodológico la presente investigación aporta dos novedades relevantes respecto a la literatura existente en los estudios de usabilidad con ciegos: estudia la usabilidad del formato PDF y es un test de usabilidad cuantitativo; este último hecho dificulta su comparación con la mayoría de artículos publicados. Abstract: This paper analyses the problems of accessibility posed by scientific articles published in digital format, focusing on the ease of use of their content with respect to the form in which they are published (irrespective of the recovery system). The two most widely used formats for the publication of scientific articles in digital format, HTML and PDF, are analysed, examining reader performance in relation to the presence of contents lists or internal or linked tables. The study involved two groups: 30 blind subjects, all JAWS users, contacted through the ONCE Foundation, and 30 sighted subjects, lecturers in the Department of Librarianship and Documentation of the University of Barcelona. The results shows the location of data in tables is easier in HTML documents through the inclusion of a contents list linked to these tables. Further, the inclusion of complete tables in the body of HTML document facilitates the reading activity of blind users. At the methodological level, this work reports two novelties with respect to the existing literature on usability by blind people: it examines the usability of the PDF format, and discusses a quantitative usability test. The latter hinders comparison with the majority of published articles.
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Resumen: El artículo analiza los problemas de accesibilidad que actualmente presentan los artículos científicos en soporte digital. El estudio se centra en los aspectos de facilidad de uso del contenido de los documentos digitales según la forma en que se publiquen, sin entrar en el estudio de los distintos sistemas de recuperación. Se analizan los dos formatos más utilizados para la publicación de artículos científicos en soporte digital: HTML y PDF, estudiando el desempeño lector en relación a la presencia de sumarios o de tablas internas o vinculadas. El estudio se ha realizado con dos colectivos: 30 sujetos ciegos, usuarios de Jaws, contactados gracias a la mediación de la Fundación ONCE, y 30 sujetos no ciegos, profesores del Departamento de Biblioteconomía y Documentación de la Universidad de Barcelona. El estudio muestra que la localización de los datos contenidos en tablas se ve facilitada en documentos HTML por la inclusión de un sumario que vincule con la tabla, así como la inclusión de tablas completas en el cuerpo del documento HTML facilita la actividad lectora por parte de los usuarios ciegos. A nivel metodológico la presente investigación aporta dos novedades relevantes respecto a la literatura existente en los estudios de usabilidad con ciegos: estudia la usabilidad del formato PDF y es un test de usabilidad cuantitativo; este último hecho dificulta su comparación con la mayoría de artículos publicados. Abstract: This paper analyses the problems of accessibility posed by scientific articles published in digital format, focusing on the ease of use of their content with respect to the form in which they are published (irrespective of the recovery system). The two most widely used formats for the publication of scientific articles in digital format, HTML and PDF, are analysed, examining reader performance in relation to the presence of contents lists or internal or linked tables. The study involved two groups: 30 blind subjects, all JAWS users, contacted through the ONCE Foundation, and 30 sighted subjects, lecturers in the Department of Librarianship and Documentation of the University of Barcelona. The results shows the location of data in tables is easier in HTML documents through the inclusion of a contents list linked to these tables. Further, the inclusion of complete tables in the body of HTML document facilitates the reading activity of blind users. At the methodological level, this work reports two novelties with respect to the existing literature on usability by blind people: it examines the usability of the PDF format, and discusses a quantitative usability test. The latter hinders comparison with the majority of published articles.
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Tämän tutkimuksen aiheena oli älypuhelimien käytettävyys naisnäkökulmasta. Aihe nousi esiin kesällä 2010 huomatessani, että älypuhelinmarkkinat ja –mainokset ovat hyvin pitkälle miehille suunnattuja. Etsiessäni materiaalia tuekseni tähän työhön huomasin, että sitä on erittäin vähän saatavilla. Tämän takia päätin toteuttaa työn käytettävyystestausprojektina. Projektin testiryhmä koostui naisista, jonka jäseniä pyydettiin suorittamaan valitsemillaan älypuhelimilla testitehtäviä. Testin jälkeen he vastasivat käytettävyystestauslomakkeissa olleisiin kysymyksiin, jotka koskivat testattuja älypuhelimia. Tutkimustuloksia analysoitaessa nousi esiin vähäinen tarve älypuhelimen ostamiseen. Tässä käytettävyystestausprojektissa lopputulos oli, että testaajat eivät kokeneet tarvetta ostaa vaikeasti hallittavaa sekä turhia sovelluksia sisältävää ja kallista älypuhelinta.
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Idre Fjäll currently has not full control of how visitors experience their site or if it has good usability. I have helped the company to do a usability test on their website to see how and where any improvements can be made on the page before the winter season 2010. I have also done a survey to investigate how users perceive Idre Fjälls website. Ten people of various ages participated in the survey. All test subjects was recorded with both audio and screen activity during the tests. The test consisted of five different tasks to be solved over the internet at Idre fjälls website. Nr 1, 3, 4 and 5 was solved for most without problem. In nr 2, where a booking of a house would be done, here arose a problem in nine tests out of ten. The results show that the site has very good graphic design and information design, but some weaknesses in interaction design. I have worked out proposals on the most significant problems identified during the test.
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INTRODUCTION With the advent of Web 2.0, social networking websites like Facebook, MySpace and LinkedIn have become hugely popular. According to (Nilsen, 2009), social networking websites have global1 figures of almost 250 millions unique users among the top five2, with the time people spend on those networks increasing 63% between 2007 and 2008. Facebook alone saw a massive growth of 566% in number of minutes in the same period of time. Furthermore their appeal is clear, they enable users to easily form persistent networks of friends with whom they can interact and share content. Users then use those networks to keep in touch with their current friends and to reconnect with old friends. However, online social network services have rapidly evolved into highly complex systems which contain a large amount of personally salient information derived from large networks of friends. Since that information varies from simple links to music, photos and videos, users not only have to deal with the huge amount of data generated by them and their friends but also with the fact that it‟s composed of many different media forms. Users are presented with increasing challenges, especially as the number of friends on Facebook rises. An example of a problem is when a user performs a simple task like finding a specific friend in a group of 100 or more friends. In that case he would most likely have to go through several pages and make several clicks till he finds the one he is looking for. Another example is a user with more than 100 friends in which his friends make a status update or another action per day, resulting in 10 updates per hour to keep up. That is plausible, especially since the change in direction of Facebook to rival with Twitter, by encouraging users to update their status as they do on Twitter. As a result, to better present the web of information connected to a user the use of better visualizations is essential. The visualizations used nowadays on social networking sites haven‟t gone through major changes during their lifetimes. They have added more functionality and gave more tools to their users, but still the core of their visualization hasn‟t changed. The information is still presented in a flat way in lists/groups of text and images which can‟t show the extra connections pieces of information. Those extra connections can give new meaning and insights to the user, allowing him to more easily see if that content is important to him and the information related to it. However showing extra connections of information but still allowing the user to easily navigate through it and get the needed information with a quick glance is difficult. The use of color coding, clusters and shapes becomes then essential to attain that objective. But taking into consideration the advances in computer hardware in the last decade and the software platforms available today, there is the opportunity to take advantage of 3D. That opportunity comes in because we are at a phase were the hardware and the software available is ready for the use of 3D in the web. With the use of the extra dimension brought by 3D, visualizations can be constructed to show the content and its related information to the user at the same screen and in a clear way. Also it would allow a great deal of interactivity. Another opportunity to create better information‟s visualization presents itself in the form of the open APIs, specifically the ones made available by the social networking sites. Those APIs allow any developers to create their own applications or sites taking advantage of the huge amount of information there is on those networks. Specifically to this case, they open the door for the creation of new social network visualizations. Nevertheless, the third dimension is by itself not enough to create a better interface for a social networking website, there are some challenges to overcome. One of those challenges is to make the user understand what the system is doing during the interaction with the user. Even though that is important in 2D visualizations, it becomes essential in 3D due to the extra dimension. To overcome that challenge it‟s necessary the use of the principles of animations defined by the artists at Walt Disney Studios (Johnston, et al., 1995). By applying those principles in the development of the interface, the actions of the system in response to the user inputs became clear and understandable. Furthermore, a user study needs to be performed so the users‟ main goals and motivations, while navigating the social network, are revealed. Their goals and motivations are important in the construction of an interface that reflects the user expectations for the interface, but also helps in the development of appropriate metaphors. Those metaphors have an important role in the interface, because if correctly chosen they help the user understand the elements of the interface instead of making him memorize it. The last challenge is the use of 3D visualization on the web, since there have been several attempts to bring 3D into it, mainly with the various versions of VRML which were destined to failure due to the hardware limitations at the time. However, in the last couple of years there has been a movement to make the necessary tools to finally allow developers to use 3D in a useful way, using X3D or OpenGL but especially flash. This thesis argues that there is a need for a better social network visualization that shows all the dimensions of the information connected to the user and that allows him to move through it. But there are several characteristics the new visualization has to possess in order for it to present a real gain in usability to Facebook‟s users. The first quality is to have the friends at the core of its design, and the second to make use of the metaphor of circles of friends to separate users in groups taking into consideration the order of friendship. To achieve that several methods have to be used, from the use of 3D to get an extra dimension for presenting relevant information, to the use of direct manipulation to make the interface comprehensible, predictable and controllable. Moreover animation has to be use to make all the action on the screen perceptible to the user. Additionally, with the opportunity given by the 3D enabled hardware, the flash platform, through the use of the flash engine Papervision3D and the Facebook platform, all is in place to make the visualization possible. But even though it‟s all in place, there are challenges to overcome like making the system actions in 3D understandable to the user and creating correct metaphors that would allow the user to understand the information and options available to him. This thesis document is divided in six chapters, with Chapter 2 reviewing the literature relevant to the work described in this thesis. In Chapter 3 the design stage that resulted in the application presented in this thesis is described. In Chapter 4, the development stage, describing the architecture and the components that compose the application. In Chapter 5 the usability test process is explained and the results obtained through it are presented and analyzed. To finish, Chapter 6 presents the conclusions that were arrived in this thesis.
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Existing wearable computing research and indeed commercial products, have explored how to control phones and music players in pockets. They have typically relied on interaction via simple flexible button sensors. This thesis proposes, design and develops new ways of interacting which explore the potential of clothes, such as pulling or stretching. Its aim to present and demonstrate the value of embodied and intuitive inputs based on standard clothing elements such as zips, fasteners, beads, Velcro and magnets. Individual interactions for each are described and discussed before a final combination application, the MusicHoodie, which is developed to control an MP3 player. A simple usability test on this system reveals a range of interesting and promising results about which were the most acceptable and understandable inputs. This thesis closes with a discussion of the implications and contributions of the work it presents.