• Title/Summary/Keyword: Mobile Usability Evaluation

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A Usability Checklist for the Heuristic Evaluation of Mobile Phone User Interface

  • Park, Jun-Ho;Suh, Young-Bo;Lee, Cheol;Ji, Yong-Gu;Yun, Myung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.909-917
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    • 2006
  • In the last decade, the research of the usability of mobile phones has been a newly evolving area with few established methodologies and realistic practices that ensure capturing usability in evaluation. Thus, there exists growing demand to explore appropriate evaluation methodologies that evaluate the usability of mobile phones quickly as well as comprehensively. This study aims to develop a task-based usability checklist based on heuristic evaluations in views of mobile phone UI practitioners. A hierarchical structure of UI design elements and usability principles related to mobile phones were developed and then utilized to develop the checklist. In order to demonstrate the practical effectiveness of the proposed checklist, comparative experiments were conducted on the usability checklist and usability testing. Majority of usability problems found by usability testing and additional problems were discovered by the proposed checklist. It is expected that the usability checklist proposed in this study could be used quickly and efficiently by usability practitioners to evaluate the mobile phone UI in the middle of the mobile phone development process.

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Development of a Usability Checklist for Mobile PhoneUser Interface Developers (휴대폰 UI 개발자를 위한 사용편의성 체크리스트의 개발)

  • Park, Jun Ho;Yun, Myung Hwan
    • Journal of Korean Institute of Industrial Engineers
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    • v.32 no.2
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    • pp.111-119
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    • 2006
  • In the last decade, the research of the usability of mobile phones has been a newly evolving area with few established methodologies and realistic practices that ensure capturing usability in evaluation. Thus, there exists a growing demand to explore appropriate evaluation methodologies that evaluate the usability of mobile phones quickly as well as comprehensively. This study aims to develop a task-based usability checklist based on heuristic evaluation in views of mobile phone UI practitioners. A hierarchical structure of UI design elements and usability principles related to mobile phones were developed and then utilized to develop the checklist. In order to demonstrate the practical effectiveness of the proposed checklist, comparative experiments were conducted on the usability checklist and usability testing. A majority of usability problems found by usability testing and additional problems were discovered by the proposed checklist. It is expected that the usability checklist proposed in this study could be used quickly and efficiently by usability practitioners to evaluate the mobile phone UI in the middle of the mobile phone development process.

Developing an Index of Usability to Evaluate Utilization of Mobile Toilets among the Elderly: A Case Study (고령자의 이동변기에 대한 사용성평가 지표 개발 : 사례 연구)

  • Kim, Seonchil;Lim, Hyunsub;Cho, Sunghyoun
    • Journal of The Korean Society of Integrative Medicine
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    • v.6 no.3
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    • pp.83-92
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    • 2018
  • Purpose : The purpose of this study was to develop an index of usability that reflects the needs and characteristics of the elderly. The usability index is used primarily to assess issues in the usability of a product. Methods : In this study, 22 items for mobile toilet usability index were developed by consulting with 12 elderly users, 6 caregivers, and 12 experts. The usability evaluation index was intended to increase reliability through preliminary and main evaluations. In addition, the validity of the items used as the usability evaluation index was verified to prove that the index is effective for the evaluation. Result : The usability index is a welfare tool developed by gathering data from various sources such as previous studies dealing with usability evaluation, characteristics of users, range of use, and environment of product use. Conclusion : The development of the usability index for mobile toilets was useful for the user to quantitatively derive the problem of the product. Consequently, user needs and usability problems can be identified, which can help improve product quality.

Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education (VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용)

  • Park, Taejung;Cha, Hyunjin
    • Journal of Information Technology Services
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    • v.21 no.2
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

Usability Evaluation and Improvements of Mobile Travel Apps

  • Kim, Yeonsuk;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.27-36
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    • 2020
  • The popularization of smartphones allows people to instantly get the information that they want, through mobile apps, including financial services, movies and public transportation reservations, games and shopping. Furthermore, leisure activities through overseas travel are increasing due to the improvement of the living standards of people. These increases in overseas travel and the use of mobile apps lead to the increased use of mobile travel apps when booking tour packages. Although there are many studies on the usability assessment and user interface improvement for mobile apps, studies on the usability assessment for mobile travel apps are limited. We tested the usability for mobile travel apps to present some suggestions for improvements so that anyone can purchase travel packages easily and simply. We selected the top three mobile travel apps on Rankey.com that have different UIs. The heuristic method was used to evaluate usability. We present a better UI to allow users to use the app functions more easily by analyzing user interaction, ease of learning, readability, efficiency, and satisfaction for the entire use.

Study on the Usability Evaluation of Mobile Anger Control Training Applications (모바일 분노조절훈련 애플리케이션의 사용성 평가 연구)

  • You, Kyung Han;Kang, Ji-An;Choi, Ji-Eun;Cho, Jaehee
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1621-1633
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    • 2022
  • The present study aims to design an application for anger control training of individuals and test its practical usability with the goal of encouraging preventive training in daily life. This study also investigates, through usability evaluation, whether users can use the application to carry out the actual anger management training program, whether it is useful and convenient, and whether it produces adequate learning effects. In order to conduct usability evaluation, a usability evaluation scale comprised of six factors-utility, reuse intention, learning, error, and reflectivity-was derived, and survey items tailored to each factor were produced. The association between usability evaluation elements, user demographic parameters, mobile usage behavior, and state anger was also examined. The result demonstrated that additional menus and features are necessary to increase the usability of the application for anger management. The result also revealed that it is vital to build an intuitive application interface that users unfamiliar with mobile app functionality can easily navigate, as well as to add entertaining components in the content, as users may be somewhat bored. On the basis of the findings, ideas of modifying and creating anger management training programs were discussed.

The Structuring Process of Multi‐Centered Usability Evaluation Method (다자 중심적 사용성 평가 방법의 구조화 과정)

  • Kim, Jung-Yong;Lee, Ha-Yeun;Choi, Young-Cheol
    • Journal of the Ergonomics Society of Korea
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    • v.24 no.2
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    • pp.25-33
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    • 2005
  • In order to minimize a biased view of evaluators in usability test, a multiple evaluation method so called Multi-Centered Usability Evaluation Method(MCUEM) was suggested and structured in this study. To use MCUEM, the existing evaluation methods were re-categorized into 'developer and evaluator-centered', 'evaluator-centered', 'user-centered', 'evaluator and user-centered', and the 'developer, evaluator, and user-centered methods. Furthermore, in order to verify the relevance of MCUEM, the usability of mobile phone was tested in this study. In results, it was found that different evaluation methods generated greatly different results, that showed the risk of using a particular usability method due to different perspectives of evaluators. At the same time, it was found that MCUEM could greatly minimize such biases. Therefore, it was concluded that using MCUEM could help the usability engineer design a test protocol with a minimal risk of bias due to different perspective of evaluators.

The Development of User Interface Usability Evaluation of Mobile Healthcare Application for the Elderly (고령자를 위한 모바일 헬스케어 애플리케이션 UI 사용성 평가영역의 개발)

  • Seo, Hyo-Min
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1759-1767
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    • 2018
  • As our society is rapidly entering an aging society, interest in mobile health care services for disease prevention and health care for the elderly is increasing. To increase the usability of mobile healthcare services, UI design should be considered from an older person's perspective and a specific evaluation system is required to diagnose these UI usability levels. This study aimed to develop a UI usability evaluation area of mobile-healthcare application for the elderly. For this, we conducted a literature analysis to explore the comprehensive UI usability evaluation factors, and FGI for expert groups and user groups to derive UI usability evaluation areas and detailed evaluation factors. As a result, the usability evaluation areas for the elderly were divided into four areas 'design', 'contents', 'process', and 'system'. A total of 13 sub-factors and 32 detailed constructions have been derived.

An Exploration of Various Evaluation Methods to Improve Usability of Museum Mobile Device

  • Ahn, Mi-Lee;Cha, Hyun-Jin;Hwang, Yun-Ja;Kim, Hee-Jin
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.6
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    • pp.765-773
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    • 2011
  • Objective: This study aims towards exploring a model of the HCI evaluation methods to improve the usability of mobile device, based on a case of a Mobile PDA system in a Museum context. Background: Mobile PDA systems in a Museum context is widely utilized for the educational purposes, but it is criticized for low usability that the device only play a role in textbooks on legs without any interactive educational activities. Therefore, the usability improvements on the mobile PDA system should be considered. Method 1: This model was developed with a combination of the expert review and the user testing, and with a combination of the qualitative and quantitative studies. In more details, first of all, a qualitative study was conducted as a combination of three different methods: 1) expert review with heuristics, 2) interviews with persons working in a museum, and 3) contextual enquiry. Results 1: The experts review provided with critical usability issues, and the semi-constructive interview helped to understand the background of the mobile device. Lastly, the contextual enquiry showed user experience problems and directions of improving the device from user's perspective. Method 2: Based on the results of the qualitative study, a questionnaire was designed. Results 2: The analysis of the quantitative study was conducted to generalize the problems, and prioritize the direction of improving the device within the limitation of the cost and time in a museum. Conclusion: This study has implications in developing an example of a HCI evaluation model to improve the user experience of the mobile device as well as finding problems and directions of how to improve the mobile PDA systems in the museum. Application: In fact, most of the studies related to the evaluation of the mobile device have been conducted in a laboratory context due to the cost and time. This paper, however, attempted to apply to various HCI research techniques from different constituents in real context.

A Study on the Business Model of Fashion Mobile Commerce by Quality Evaluation (패션 모바일 커머스 품질 평가에 대한 비즈니스 모델 연구)

  • Na, Younkue
    • Journal of Fashion Business
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    • v.18 no.1
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    • pp.1-21
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    • 2014
  • This study exceeds the view on the fragmentary fact-finding surveys related to the application of mobile commerce which further develops the evaluation model of fashion mobile commerce website and considers the validity of comprehensive fashion mobile commerce with quality evaluation factors according to the Task-Technology Fit. To fulfill the study objectives, a total of 433 questionnaires are being conducted to the customers with first-hand experience on fashion merchandises through mobile commerce. The judgement sampling method is employed according to the sample population ages from 20s to 30s during two months period. Based on the results of the above-mentioned path analysis, we have observed the following: First, the path relation analysis results show that the M-marketing (M-marketing) between perceived usabilities had effects to the perceived usability and the M-sales had effects to the perceived usability. Second, as seen from the fashion mobile shopping conformance (TTF), the perceived usability, customer satisfaction, and path pipe analysis result conformances between perceived values and immersions have effects of perceived usability, customer satisfaction and perceived value, and thus, indicate that the perceived usability had effects on the customer satisfaction and immersion. Third, the customer satisfaction, perceived value and immersion all have effects on the purchasing intention.