994 resultados para user testing


Relevância:

100.00% 100.00%

Publicador:

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Testing e Analisi di problemi di usabilità che potrebbero sorgere se due sistemi venissero integrati in un unico nuovo sistema.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

In the realm of computer programming, the experience of writing a program is used to reinforce concepts and evaluate ability. This research uses three case studies to evaluate the introduction of testing through Kolb's Experiential Learning Model (ELM). We then analyze the impact of those testing experiences to determine methods for improving future courses. The first testing experience that students encounter are unit test reports in their early courses. This course demonstrates that automating and improving feedback can provide more ELM iterations. The JUnit Generation (JUG) tool also provided a positive experience for the instructor by reducing the overall workload. Later, undergraduate and graduate students have the opportunity to work together in a multi-role Human-Computer Interaction (HCI) course. The interactions use usability analysis techniques with graduate students as usability experts and undergraduate students as design engineers. Students get experience testing the user experience of their product prototypes using methods varying from heuristic analysis to user testing. From this course, we learned the importance of the instructors role in the ELM. As more roles were added to the HCI course, a desire arose to provide more complete, quality assured software. This inspired the addition of unit testing experiences to the course. However, we learned that significant preparations must be made to apply the ELM when students are resistant. The research presented through these courses was driven by the recognition of a need for testing in a Computer Science curriculum. Our understanding of the ELM suggests the need for student experience when being introduced to testing concepts. We learned that experiential learning, when appropriately implemented, can provide benefits to the Computer Science classroom. When examined together, these course-based research projects provided insight into building strong testing practices into a curriculum.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

This paper examines the application of commercial and non-invasive electroencephalography (EEG)-based brain-computer (BCIs) interfaces with serious games. Two different EEG-based BCI devices were used to fully control the same serious game. The first device (NeuroSky MindSet) uses only a single dry electrode and requires no calibration. The second device (Emotiv EPOC) uses 14 wet sensors requiring additional training of a classifier. User testing was performed on both devices with sixty-two participants measuring the player experience as well as key aspects of serious games, primarily learnability, satisfaction, performance and effort. Recorded feedback indicates that the current state of BCIs can be used in the future as alternative game interfaces after familiarisation and in some cases calibration. Comparative analysis showed significant differences between the two devices. The first device provides more satisfaction to the players whereas the second device is more effective in terms of adaptation and interaction with the serious game.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Touchscreen devices are often limited by the complexity of their user interface design. In the past, iterative design processes using representative user groups to test prototypes were the standard method for increasing the inclusivity of a given design, but cognitive modeling has potential to be an alternative to rigorous user testing. However, these modeling approaches currently have many limitations, some of which are based on the assumptions made in translating a User Interface (UI) into a definition file that cognitive modeling frameworks can process. This paper discusses these issues and postulates potential approaches to improvements to the translation procedure. © 2013 Springer-Verlag Berlin Heidelberg.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper describes an industrial application of case-based reasoning in engineering. The application involves an integration of case-based reasoning (CBR) retrieval techniques with a relational database. The database is specially designed as a repository of experiential knowledge and with the CBR application in mind such as to include qualitative search indices. The application is for an intelligent assistant for design and material engineers in the submarine cable industry. The system consists of three components; a material classifier and a database of experiential knowledge and a CBR system is used to retrieve similar past cases based on component descriptions. Work has shown that an uncommon retrieval technique, hierarchical searching, well represents several search indices and that this techniques aids the implementation of advanced techniques such as context sensitive weights. The system is currently undergoing user testing at the Alcatel Submarine Cables site in Greenwich. Plans are for wider testing and deployment over several sites internationally.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper describes the approach to the modelling of experiential knowledge in an industrial application of Case-Based Reasoning (CBR). The CBR involves retrieval techniques in conjunction with a relational database. The database is especially designed as a repository of experiential knowledge, and includes qualitative search indices. The system is intended to help design engineers and material engineers in the submarine cable industry. It consists of three parts: a materials database; a database of experiential knowledge; and a CBR system used to retrieve similar past designs based upon component and material qualitative descriptions. The system is currently undergoing user testing at the Alcatel Submarine Networks site in Greenwich.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Research in the field of sports performance is constantly developing new technology to help extract meaningful data to aid in understanding in a multitude of areas such as improving technical or motor performance. Video playback has previously been extensively used for exploring anticipatory behaviour. However, when using such systems, perception is not active. This loses key information that only emerges from the dynamics of the action unfolding over time and the active perception of the observer. Virtual reality (VR) may be used to overcome such issues. This paper presents the architecture and initial implementation of a novel VR cricket simulator, utilising state of the art motion capture technology (21 Vicon cameras capturing kinematic profile of elite bowlers) and emerging VR technology (Intersense IS-900 tracking combined with Qualisys Motion capture cameras with visual display via Sony Head Mounted Display HMZ-T1), applied in a cricket scenario to examine varying components of decision and action for cricket batters. This provided an experience with a high level of presence allowing for a real-time egocentric view-point to be presented to participants. Cyclical user-testing was carried out, utilisng both qualitative and quantitative approaches, with users reporting a positive experience in use of the system.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The ultimate criterion of success for interactive expert systems is that they will be used, and used to effect, by individuals other than the system developers. A key ingredient of success in most systems is involving users in the specification and development of systems as they are being built. However, until recently, system designers have paid little attention to ascertaining user needs and to developing systems with corresponding functionality and appropriate interfaces to match those requirements. Although the situation is beginning to change, many developers do not know how to go about involving users, or else tackle the problem in an inadequate way. This paper discusses the need for user involvement and considers why many developers are still not involving users in an optimal way. It looks at the different ways in which users can be involved in the development process and describes how to select appropriate techniques and methods for studying users. Finally, it discusses some of the problems inherent in involving users in expert system development, and recommends an approach which incorporates both ethnographic analysis and formal user testing.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

A diary study tracked the paper documents received by nine UK informants over one month. Informants gave simple ratings of individual documents’ attractiveness and the ease of understanding them; more detailed reactions to the documents were gathered through informant diaries and follow-up interviews. The detailed reactions extended beyond the feedback gathered through the rating task. Informants showed sensitivity to the content, language, design and circumstances of receipt of documents, with indications that they developed opinions of originating organizations based on their experience of using their documents. Documents that failed to provide all the information needed, that failed to make their intentions clear (or obscured their intentions) or that were perceived as miss-targeted received negative comment. Repeat experiences of receiving either well- or poorly-conceived documents strengthened informant reactions to individual originating organizations. The paper concludes with recommendations for steps document originators, writers and designers need to take to prepare documents that enhance organization to consumer communication. We recommend that organizations evaluate and act on consumers’ reactions to their documents, beyond user testing in document development or scorecard ratings in use.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

L’obiettivo di questa relazione è presentare i risultati raggiunti dalle attività di marketing svolte al fine di promuovere e valutare la piattaforma e-commerce di BF Servizi, azienda che opera come intermediario nella fornitura di servizi all’interno del contesto fieristico di Bologna Fiere. A fine del 2009 BF Servizi ha commissionato a Gecod lo sviluppo di un sistema informativo per le gestione integrata di tutti i processi rilevanti per il business aziendale. A ottobre 2010 viene completato e presentato uno dei moduli previsti dall’intero progetto: la piattaforma e-commerce. Questa si differenzia dagli altri sistemi di commercio online in quanto è stata progettata specificatamente allo scopo di permettere la prenotazione di servizi da parte delle aziende che partecipano alle manifestazioni svolte presso i padiglioni di Bologna Fiere. Le sue particolarità sono quindi sia l’utenza, che configura la creazione di relazioni B2B, sia la tipologia di articoli offerti, non prodotti ma servizi, sia l’ambiente, le fiere svolte a Bologna. A seguito di questo rinnovamento BF Servizi ha ritenuto opportuno adeguare al nuovo contesto anche le proprie tecniche di marketing introducendo, come strumento da usare per la loro attuazione, il web. All’interno dell’organico dell’azienda però non era presente una figura che avesse le competenze per poter integrare, ai normali canali usati per le iniziative di marketing, le opportunità offerte da Internet e che quindi potesse utilizzarle per raggiungere gli obiettivi prefissati per tali attività e cioè la promozione della piattaforma e-commerce e la misurazione del suo gradimento da parte dell’utenza. Le mie conoscenze maturate in ambito universitario hanno apportato quel contributo necessario alla loro realizzazione. La prima decisione è stata la scelta di quale tra le tecniche di web marketing fosse la migliore per le promozione della piattaforma e-commerce di BF Servizi. La disponibilità di un voluminoso numero di indirizzi email dei loro clienti e prospect ed una generale bassa alfabetizzazione informatica degli stessi ha portato a individuare quale soluzione più adeguata la tecnica dell’email marketing. La comunicazione ai clienti per mezzo email era già prevista ma senza che vi fosse ne una pianificazione ne un'analisi dei risultati. Era quindi necessario formalizzare un vero e proprio piano di marketing e successivamente migliorarne le performance. L’assenza di strumenti adeguati alla sua realizzazione ha richiesto che prima venisse svolto un benchmark del settore basato sul confronto di funzionalità, costi e facilità d'uso. Il servizio ESP di Mailchimp è risultato il vincitore in quanto assicurava una maggiore tutela della privacy, una migliore gestione dello spam e strumenti più efficaci per la creazione e l'analisi delle campagne email. Per la valutazione del gradimento della piattaforma e-commerce da parte degli utenti è stato deciso di progettare un’apposita indagine sottoforma di Usability Test e Online Survey. Per il primo è stato necessario l’utilizzo di un apposito servizio per la condivisione dello schermo in quanto in era impossibile far ritrovare il test e l’osservatore nel medesimo luogo. Per l’Online Survey, grazie ad un piccolo Benchmark, è stato deciso di utilizzare SurveyGizmo. All’interno dell’organico dell’azienda non è presente una figura di importanza strategia quale il Web Marketing Manager che abbia la responsabilità di coordinare tutte le attività legate alla vendita o al lancio di un prodotto o di un servizio. L’attività di marketing viene svolta da una figura interna all’azienda (il Responsabile Marketing) che si avvale della collaborazione sia di Gecod, per quanto riguarda l'area informatica, sia di BitBang per quanto riguarda alcune attività di web marketing. La realizzazione delle due attività ha fortemente risentito di questa frammentazione dei compiti, è stato infatti opportuno adeguare le pianificazione alle esigenze di Gecod. Nonostante questo i dati conseguiti dall'attività di email marketing sono stati utili a capire l'efficacia e l'efficienza di questa tecnica nel contesto di BF Servizi. Anche le informazioni raccolte durante l'indagine sono state sufficienti per poter dare un valore all'usabilità della piattaforma e-commerce. La pianificazione iniziale di un piano di email marketing richiede che vengano svolte varie verifiche per valutare la qualità ed inoltre richiede periodo medio-lungo per poter essere reso ottimale. Era quindi già chiaro sin dall'inizio come uno degli obiettivi fosse quello di progettare una buona base su cui apportare successive modifiche. Le prime campagne realizzate sarebbero state utili a ricavare le informazioni necessarie per correggere il piano di marketing. La tipologia di relazione che si instaura tra BF Servizi e i suoi clienti è particolare, la gran parte di essi infatti non vi mantiene un rapporto continuativo durante l’anno ma lo esaurisce in un unico momento poco prima del manifestarsi dell’evento fieristico. L'attenzione dei clienti verso le comunicazioni di BF Servizi è elevata solo in questo periodo e la pianificazione delle campagne ha dovuto tener conto di questo aspetto. Sono state realizzate le campagne solo per gli espositori che partecipavano agli eventi fieristici di Marca 2011, Artefiera 2011 e Fishing Show 2011, cioè le manifestazioni che si sono svolte durante il mio periodo di lavoro in azienda. Le performance delle campagne sono state buone e i dati raccolti hanno permesso di identificare quali siano gli aspetti da migliorare per poter renderle ancora migliori.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The Live Usability Lab provides an exciting format for demonstrating the potential of usability testing to evaluate Web resources from the patron’s perspective. A panel of librarians will use this innovative, interaction-driven method to assess iCONN, to demonstrate the potential and power of user testing, and to engage the audience by illustrating the process with live data instead of canned examples.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

2000 Mathematics Subject Classification: 62-04, 62H30, 62J20