943 resultados para Usability


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The growing interest for integrating agile methodologies and usability has brought various challenges to practitioners. This research focuses on a specific part of these challenges that is related to the integration of usability mechanisms (features such as cancel, undo, warning, etc.) into agile requirements, usually written in the form of user stories. For this aim, a framework has been developed, conformed first by a well-defined modeling language that aims to formalize previous empirical research in the field, models of the impact of usability mechanisms into user stories, and a tool to help practitioners applying them to user stories. Results show that the use of this framework helps agile developers to think about usability from the beginning of the development process, without needing to be an expert in the subject. Our proposal can therefore complement other usability practices to improve the quality of use of software developed using agile methodologies.

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The Software Engineering (SE) community has historically focused on working with models to represent functionality and persistence, pushing interaction modelling into the background, which has been covered by the Human Computer Interaction (HCI) community. Recently, adequately modelling interaction, and specifically usability, is being considered as a key factor for success in user acceptance, making the integration of the SE and HCI communities more necessary. If we focus on the Model-Driven Development (MDD) paradigm, we notice that there is a lack of proposals to deal with usability features from the very first steps of software development process. In general, usability features are manually implemented once the code has been generated from models. This contradicts the MDD paradigm, which claims that all the analysts? effort must be focused on building models, and the code generation is relegated to model to code transformations. Moreover, usability features related to functionality may involve important changes in the system architecture if they are not considered from the early steps. We state that these usability features related to functionality can be represented abstractly in a conceptual model, and their implementation can be carried out automatically.

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The development of a web platform is a complex and interdisciplinary task, where people with different roles such as project manager, designer or developer participate. Different usability and User Experience evaluation methods can be used in each stage of the development life cycle, but not all of them have the same influence in the software development and in the final product or system. This article presents the study of the impact of these methods applied in the context of an e-Learning platform development. The results show that the impact has been strong from a developer's perspective. Developer team members considered that usability and User Experience evaluation allowed them mainly to identify design mistakes, improve the platform's usability and understand the end users and their needs in a better way. Interviews with potential users, clickmaps and scrollmaps were rated as the most useful methods. Finally, these methods were considered unanimously very useful in the context of the entire software development, only comparable to SCRUM meetings and overcoming the rest of involved factors.

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This document will be divided into two main parts. The first one will be the classification of the authentication techniques. We will search the main electronic databases for papers related to authentication techniques. We will then summarize the related papers and show what classifications they use for the authentication techniques. After all of the documents have been read and summarized we will analyse them and group the authentication techniques into the classifications found. For the second part of the document we will focus on the study of usability attributes in the authentication techniques. This to know how authentications techniques compare to one another based on their usability attributes. We will search the main electronic databases for papers related to the usability attributes of authentication techniques based on the usability definition of ISO/IEC 25010 (SQuaRE) and its attributes. We will then summarize the related papers and show what authentication methods they describe and which usability attributes they measure. After all of the documents have been read and summarized we will analyse them depending on their usability attribute. At the end we will elaborate those results to show which authentication techniques have better usability in terms of a specific usability attribute. This will help practitioners who are interested in using authentication methods but want or need to focus on a specific usability attribute. They will be able to use this as a guide to help them chose the best option that fits their purpose.

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Most of the patients that reside in the intensive care unit experience fear, frustration and high levels of anxiety as they are not able to communicate properly. In this sense, the use of communication tools can be helpful to reduce the frustration levels and also, to improve the efficiency and the speed of the communication. The objective of this work, is to design a tool that allows solving the communication problems that patients suffer when they are admitted in the intensive care unit. In order to achieve the objective of this work, a qualitative study that involved interviews with former patients, hospital staff members and family relatives was performed. Afterwards, the design of a prototype was developed to later conduct and analyze usability evaluations with former patients, hospital staff members and patients relatives. The results expose that participants of the usability evaluations were able to perform most of the tasks effectively.

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Usability guidelines are a useful tool for the developers to improve interaction with systems. It includes knowledge of different disciplines related to usability and provides solutions and best practices to achieve the objectives of usability. Heuristic evaluation is one of the methods most widely used to evaluate and user interfaces. The objective of this study is to enrich the process of heuristic evaluation with the design guidelines focusing it on the evaluation of applications for mobile devices. As well as generate a homogeneous classification of guidelines content, in order to help that from design and development process, be included solutions and good practices provided by the guidelines. In order to achieve the objectives of this work, it is provides a method for generating heuristics for mobile applications, with which four applications were evaluated, and a web tool has also been developed that allows access to the content of the guidelines using the homogeneous classification of guidelines content. The results showed the ease and utility of performing heuristic evaluations using a set of heuristics focused on mobile applications.

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Nowadays, there are sound methods and tools which implement the Model-Driven Development approach (MDD) satisfactorily. However, MDD approaches focus on representing and generating code that represents functionality, behaviour and persistence, putting the interaction, and more specifically the usability, in a second place. If we aim to include usability features in a system developed with a MDD tool, we need to extend manually the generated code

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This paper provides an overview of a case study research that investigated the use of Digital Library (DL) resources in two undergraduate classes and explored faculty and students’ perceptions of educational digital libraries. This study found that students and faculty use academic DLs primarily for textual resources, but turn to the open Web for visual and multimedia resources. The study participants did not perceive academic libraries as a useful source of digital images and used search engines when searching for visual resources. The limited use of digital library resources for teaching and learning is associated with perceptions of usefulness and ease of use, especially if considered in a broader information landscape, in conjunction with other library information systems, and in the context of Web resources. The limited use of digital libraries is related to the following perceptions: 1) Library systems are not viewed as user-friendly, which in turn discourages potential users from trying DLs provided by academic libraries; 2) Academic libraries are perceived as places of primarily textual resources; perceptions of usefulness, especially in regard to relevance of content, coverage, and currency, seem to have a negative effect on user intention to use DLs, especially when searching for visual materials.

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Presentation of existing curricula connected with usability and accessibility at the University of Alicante for the Leonardo da Vinci project "GUI Usability and Accessibility: Exchanging Knowledge and Experiences" (Grenoble, France, 27 November 2012).

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With the increasing demand on healthcare systems it is imperative that all care is provided as efficiently and effectively as possible. Technology within the medical domain offers an exciting opportunity to augment work practices in order to meet these needs. This research project explores the implications of the interrupt-driven nature of work in clinical situations on documentation within an environment that increasingly involves electronic health records (EHRs). Midwives in a busy maternity ward were observed and interviewed about the work practices they employed to document information associated with patient care. The results showed that the interrupt-driven nature of the workplace, a feature common to many healthcare settings, led to a tension between the work and the work to document the work. Further, the IT environment in which the information was collected was not designed to cater for frequent interruption of the data entry process. Several recommendations for improving the IT environment are proposed to support health professionals in documenting patient data whilst attending to the interruptions. The recommendations include timeout screens, push technology, use of handheld PDAs, and cues to augment documentation in an interrupted session. Copyright © 2008 RMIT Publishing

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Mobile phones are increasingly being used collaboratively by social networks of users in spite of the fact that they are primarily designed to support single users and one-to-one communication. It is not well understood how services such as group SMS, SMS-based discussion lists and mobile instant messaging (IM) will be used by mobile groups in natural settings. Studying specific instances of common styles of in situ, group interaction may provide a way to see behavior patterns and typical interaction problems. We conducted a study of a mobile, group communication probe used during a rendezvousing activity in an urban environment. Usability problems relating to group usage, phone interface design and context were identified. Several major issues included: multitasking during message composition and reading; speed of text entry; excessive demand on visual attention; and ambiguity of intended recipients. We suggest that existing mobile device designs are overly-focused on individual users to the detriment of usability for mobile groups of users. We provide recommendations for the design of future mobile, group interfaces, used in similar situations to those explored here