...Usability of iPads and Websites Name Professor Course Date The tablet market is growing at a high rate, the iPad being the best selling in this segment. The iPad has many uses such as; streaming videos, playing games and surfing the internet. However its usability has come under critics from several parties. The purpose of this research is to evaluate the usability of the iPad from a consumer stand point. In 2011, the Nielsen Norman conducted a research on the usability of the iPad, and published a report. A total of 26 apps and 6 websites were tested. Many apps which the participants had installed on their iPads were also tested. Sixteen users participated in the research who were evenly distributed in terms of gender. Their average age ranged between 21 years and 50 years. The tests included; the usage of gestures, implementation of the back buttons, and the organization of the app or website. The findings of the tests were; usage of splash screens in websites and apps, squeezing of information into very small areas, making it hard to recognize, usage of excessive navigation methods and over usage of the swipe gesture in the apps. Despite the efforts being made by the developers to make iPad apps and websites more usable, there is still a large room for improvement as indicated by the test findings. The use of gestures is an inconsistent interaction design as described by Nielsen. The user interface differing from app to app is the most frequent inconsistency he...
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...young adults have grown up using the Internet— whereas people age 55 and over may not be as adept at this ever-evolving technology. Today, more and more older adults are going online: 45% of people aged 70-75, and 27% of people age 76 and over, according to a recent report.1 While these Baby Boomers and mature adults are eager to tap into the almost infinite resources that are available online, they are not as intuitive when maneuvering around sites that are often crowded with information, links, and uninviting designs. In addition, they often have physiological conditions that limit their ability to read, follow, and navigate websites. To enhance the online experience for their older adult audience (and increase the chances of gaining their business), companies must make their websites as usable and accessible as possible. While this would seem obvious, it’s widely believed that changing design features on behalf of older adults (using a more readable font, scaling the type size and increasing the contrast, and reformatting the text) compromises the experience for younger generations. This paper addresses this common misconception—and examines research clearly suggesting that changing your website to improve usability and accessibility for older adults actually improves the...
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...2.2 Usability Evaluation Techniques 2.2.1 Pluralistic Usability Walkthrough The Pluralistic Walkthrough (also called a Participatory Design Review, User-Centred Walkthrough, Storyboarding, Table-Topping, or Group Walkthrough) is a usability inspection method used to identify usability issues in a piece of software or website in an effort to create a maximally usable human-computer interface. The method centres on using a group of users, developers and usability professionals to step through a task scenario, discussing usability issues associated with dialog elements involved in the scenario steps. There are however limitations due to this technique being only as quick as the slowest person in the group. 2.2.2 Heuristic Evaluation A heuristic evaluation is a usability inspection method for computer software that...
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...Running Head: USABLE SECURITY THE IMPLEMENTATION Usable Security the Implementation Name Institution Abstract This project was about usability security and its implementation. It involved the designing and development of a suitable human computer interface to provide a log on module for the Kuwait armed forces computer system. The development focused on relieving the user from the load of creating, remembering and maintaining their passwords for the login process. Based on the fact that the Kuwait information and communication technology literacy levels are still in their infancy stage, the conventional authentication system was proved unfriendly to the user. This system was developed with this in mind. This proposed system relies on the user logging in to the system after identifying five pictures they uploaded earlier from among a grid of twenty five pictures. By selecting the five correct pictures which they uploaded, the system was able to successfully authenticate the user. Using these pictures greatly reduced the mental load on a user who was required to remember strong passwords that ended up being compromised (Badre 2002). The use of pictures or graphical images for authentication or access control is a practice called biometrics that is gaining popularity in establishing system security today. Due to the need to deliver a solution in the shortest time possible the...
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...Page 1 Evaluating Web-Based Instructional Design © Copyright Harold Henke, 1997, 2001 all rights reserved Author’s note: This paper was written in 1997 as a project paper for a course on Human-Computer Interaction. This paper was reformatted in June, 2001. Page 2 Table of Contents List of Illustrations...................................................................................... 3 List of Tables............................................................................................... 3 Chapter 1: Introduction .............................................................................. 4 Problem Statement .................................................................................... 4 Chapter 2: Literature Review ...................................................................... 5 Definition of Web-Based Instruction............................................................. 5 Importance of Web-Based Instruction ........................................................... 5 Web-Based Instruction Design Issues ........................................................... 6 Chapter 3: Methodology Design .................................................................. 7 Top Ten Web Design Mistakes ..................................................................... 7 Interface Design for Computer-based Learning Environments........................... 8 Measurement Scores ........................................................
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...Qianying Liu, Niven Sellars, Michael Somer | Subject: | Usability Testing Findings Report for Chinese Holiday Inn website | Date: | April 25, 2008 | Included with this memo is team CBR China’s final report for our research project on the Holiday Inn’s Chinese website. The following are included within this report: * Project purpose * Goals set by Team CBR China * Processes followed during the project * Heuristic review * Test plan * Recruitment and screening * Real-time logging * Analysis * Categorized results and findings * Recommendations In addition to the aforementioned items included in this report, team CBR China also includes appendices of our test logs, participant consent forms, screeners, questionnaires, scenarios, and other materials in support of testing. Other research components include the team’s heuristic evaluation, personas, and test plan. Team CBR China would like to extend its gratitude to our sponsor, Karen Bennett, as well as our instructor Dr. Carol Barnum, who has assisted us throughout this project. Without both of you we would not have had the chance to engage in a real world usability experience. Thank you again, The members of team CBR China Table of Contents Executive Summary 3 Test Objective 3 Our Process 4 Our Results 4 Background 5 Report Overview 6 Methodology 7 Overview 7 User Profiles 7 Usability Criteria 8 Test Objectives 9 Findings and Recommendations...
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...devices, software applications, and websites with the focus on theuser's experience and interaction. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals—what is often called user-centered design. Good user interface design facilitates finishing the task at hand without drawing unnecessary attention to itself. Graphic design may be utilized to support its usability. The design process must balance technical functionality and visual elements (e.g., mental model) to create a system that is not only operational but also usable and adaptable to changing user needs. OBJECTIVES: The main objectives of user interface design are: * To suggest some general design principles for user interface design * To explain different interaction styles and their use * To explain when to use graphical and textual information presentation * To explain the principal activities in the user interface design process (interaction activities) * To introduce usability attributes and approaches to system evaluation USER INTERFACE: * System users often judge a system by its interface rather than its functionality * A poorly designed interface can cause a user to make catastrophic errors * Poor user interface design is the reason why so many software systems are never used * Most users of business systems interact with these systems through graphical user interfaces (GUIs) * In some cases...
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...concepts of usability and user experience • Understand fundamental design principles • Develop – awareness of how to apply them in design – Critical ability to evaluate other people design 2 Usability • “Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” – ISO 9241-11:1998 Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 11: Guidance on usability. 3 Usability • Usability is a quality attribute that assesses how easy user interfaces are to use. • Five quality dimensions: – Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? – Efficiency: Once users have learned the design, how quickly can they perform tasks? – Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? – Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? – Satisfaction: How pleasant is it to use the design? – http://www.useit.com/ 4 Usability • Quality = absence of problems – discover usability problems and reduce their frequency and severity. – It can be measured – Objective data (performance data derived by behavioural data, user observations) – Subjective data (self-report, questionnaire or interview) 5 • Is usability all that matters...
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...HC: Human-Computer Interaction Human–computer interaction (HCI) is concerned with designing the interaction between people and computers and the construction of interfaces to afford this. Interaction between users and computational artefacts occurs at an interface which includes both software and hardware. Interface design impacts the software life-cycle in that it should occur early; the design and implementation of core functionality can influence the user interface – for better or worse. Because it deals with people as well as computers, as a knowledge area HCI draws on a variety of disciplinary traditions including psychology, computer science, product design, anthropology and engineering. HC: Human Computer Interaction (4 Core-Tier1 hours, 4 Core-Tier2 hours) Core-Tier1 hours HCI: Foundations HCI: Designing Interaction HCI: Programming Interactive Systems HCI: User-cantered design & testing HCI: Design for non-Mouse interfaces HCI: Collaboration & communication HCI: Statistical Methods for HCI HCI: Human factors & security HCI: Design-oriented HCI HCI: Mixed, Augmented and Virtual Reality 4 4 Core-Tier2 hours Includes Electives N N HC/Foundations [4 Core-Tier1 hours, 0 Core-Tier2 hours] Motivation: For end-users, the interface is the system. So design in this domain must be interaction-focussed and human-centred. Students need a different repertoire of techniques to address this than is provided elsewhere in the curriculum. Topics: • • • Contexts for HCI (anything...
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...P T E R 3 Evaluation Methods Learning Objectives 1. Recognize differences between evaluation methods and how they support the human factors design cycle 2. Design formative and summative human factors studies 3. Understand representative sampling and the implications for study design and generalization 4. Design an experiment considering variables that are measured, manipulated, controlled, and cannot be controlled 5. Interpret results and recognize the limitations of a study 6. Identify the ethical issues associated with collecting data with human subjects 1 April 3, 2016 PURPOSE OF EVALUATION 3 TIMING AND TYPES OF EVALUATION 5 LITERATURE REVIEW, HEURISTIC EVALUATION, AND COGNITIVE WALKTHROUGHS USABILITY TESTING COMPREHENSIVE EVALUATION AND CONTROLLED EXPERIMENTS IN-SERVICE EVALUATION 5 7 8 9 STEPS IN CONDUCTING A STUDY 10 STUDY DESIGN 11 ONE FACTOR WITH TWO LEVELS ONE FACTOR WITH MORE THAN TWO LEVELS MULTIPLE FACTORS BETWEEN-SUBJECTS DESIGN WITHIN-SUBJECT DESIGNS MIXED DESIGNS SAMPLING PEOPLE, TASKS, AND SITUATIONS 13 13 13 14 14 14 15 MEASUREMENT 15 DATA ANALYSIS 16 ANALYSIS OF CONTROLLED EXPERIMENTS ANALYSIS OF DESCRIPTIVE STUDIES 16 17 DRAWING CONCLUSIONS AND COMMUNICATING RESULTS 18 STATISTICAL SIGNIFICANCE AND TYPE I AND TYPE II ERRORS STATISTICAL AND PRACTICAL SIGNIFICANCE GENERALIZING AND PREDICTING 18 19 19 DRIVER...
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...Chapter 1 THE PROBLEM AND ITS BACKGROUND Introduction Now a day, computer is one of the technologies that most people use in their everyday lives. The use of computer is one of the fastest growing and most important developments in our time. People used computers to give easiest and fastest method of finding information. Most students used computers to their research work, assignments, projects, thesis and it is most effective technology because it gives us more knowledge and we can learn something from it. Computers are just known as a piece of equipment where awesome package of glass, plastic, metal and wires- use to make our work easier. It is one way to achieve changes, which we can create different things through using its features. Computers have actually transformed our lives- how we communicate, how we could work and learn things and even how we play. Computers are efficient tools in processing data into useful information. They are essential tools in almost every field of research and applied technologies because of their capabilities. And because of the widespread use and availability of computers, it is essential that everyone acquires an understanding to be ignorant of the important role of computers in any career or business of choice. Being computer literate it can give anyone great competitive advantages. One example of technology is internet, widely used for everyone and popular. Everything can be known in the internet. It is an international network...
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...Applying Usability Concepts Project Report Executive Summary Following our contextual design project, for the purposes of recruitment, we have prototyped the interview screens in the iPad application. More importantly, the mobility gained by the use of AnyBot amplifies the benefits of the application as a whole as well. We have attempted to use technologies and apply Norman’s concepts on usability to produce an interview session as close as possible to the natural way of interviewing another person. Selected Focus Areas from project “Recruitment Tool – Intelliview” We have selected the following 2 focus areas from our contextual design project to prototype for usability purposes: Focus Area#1: Record Answers & Ratings (for a specific question) 1. (Interviewer) Select a question, and ask the candidate 2. (Candidate) Answer question using the AnyBot 3. (Interviewer) Enters a summary of the candidates answer in the iPad 4. (Interviewer) Enters a rating of the candidates answer in the iPad for the particular question 5. (Interviewer) Select next question from list, to ask the next question 6. (Interviewer) Select Add new question to record a colleague’s question Focus Area#2: Add questions from colleagues 1. (Interviewer) Adds a new question one of the colleagues asked the candidate, driving the AnyBot to the iPad application 2. (Interviewer) Add answers and rating to the new question in the iPad application 3. (Interviewer) Select next question from list...
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...Software Requirements Specification For Student mark analysis system 1. Introduction 1.1 Purpose ``1.2 Scope 3 Definitions, Acronyms, and Abbreviations 4 References 5 Overview 2. General Description 2.1 Product Perspective 2.2 Product Functions 2.3 User Characteristics 2.4 General Constraints 2.5 Assumptions and Dependencies 3.1 External Interface Requirements 3.1.1 User Interfaces 3.1.2 Hardware Interfaces 3.1.3 Software Interfaces 3.2 Functional Requirements 3.2.1System features Front end(student front) Back end(administrative tools) 3.3 Non-Functional Requirements 3.3.1 Usability requirements 3.3.2 Performance requirements 3.3.3 Compatibility requirements 1. Introduction 8 Purpose “STUDENT MARK ANALYZING” is used to enter and manage the student records in an organized manner, as the number of student is high it is difficult to maintain the record manually. 9 Scope The software product to be produced in “analyzing marks” helps in easy evaluation of the student based on the marks obtained in the examination. It also get results of the statistics of the result by displaying the number of student passed and failed in the class along with the pass percentage. The software displays the rank list of the student. 10 Definitions, Acronyms, and Abbreviations M.A.S:- Marks Analysis System MTT1:- Mid Term Test...
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...Hotel Advisor Hotel Advisor Team Members: Shuaib Ahmed 05(4652) H.Numan Younis 39(4688) Chapter No. 1 4 “Project Proposal” 4 1.1. Abstract: 6 1.2. Introduction: 7 1.3. Literature Review: 8 1.4. Project Scope: 11 1.4.1. Users: 11 1.4.2 Administration: 11 1.5. Problem Statement: 12 1.6. Methodology: 12 1.6.1. Pattern we’ll follow: 12 1.7. Instrumentation: 14 1.7.1. Visual Studio: 14 1.7.2. SQL Server: 14 1.7.3. Database Connectivity: 15 1.8. Bootstrap Framework: 15 1.9. Application Architecture: 16 Advantages of 3-layer Architecture: 16 1.10. Features: 17 1.11. Software Requirements: 17 1.12. Hardware Requirements: 17 1.13. Advantages: 17 1.14. Applications: 17 1.14. References: 18 Chapter No. 2 20 “Project Feasibility and Costing” 20 2.1 Feasibility: 21 2.1.1. Technical Feasibility: 21 2.1.2. Schedule Feasibility: 21 2.1.3. Economic Feasibility: 21 2.1.4. Legal/Ethical Feasibility: 22 2.1.5. Operational Feasibility: 22 2.1.6. Marketing Feasibility: 22 2.1.7. Specification Feasibility: 22 2.2 Costing 22 2.2.1 FP Analysis: 23 2.2.1.1. Project Cost Estimation by Function Point Analysis: 26 2.2.1.2. General System Characteristic: 27 2.2.2. Critical Path Method (CPM) 29 2.2.2.1. Activity Chart: 29 2.2.2.2. Activity Completion Time and Estimation: 30 Activity Duration in Days: 30 Activity Sequence and Duration (Days): 31 2.2.2.3 Network Diagram: 32 2.2.2.4. Critical Path Diagram: 33 2.2.2.5. Critical...
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...the type of device that the human-computer interaction layer is deployed on will set both opportunities and constraints as to what user interface features can be included. * Ex. Deploying the human computer interaction layer on both a smartphone and a desktop computer will cause two different Chapter 10 6 principles-summarized ““design priniples are” what are the steps of the user interface -what is the process “step 1?” 1st -scenario development 2nd -navigation structure design “whats the purpose” -shows the screens reports, etc 3rd -interface standard design -decided things like interface metaphors, templates, objects, actions, and icons *Know what these mean* and main areas 4th - prototying * The ways its used?? *which one takes the least expertise? *select the appropriate technique How? - Interface evaluation -What are those four things? (Heuristic, walkthrough, interactive, and formal usability.) * we do three of these things, which one is optional? Class notes *What is Heuristic...
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