Excellence in Research and Innovation for Humanity

International Science Index

Commenced in January 1999 Frequency: Monthly Edition: International Paper Count: 45

45
10009688
Investigating the Usability of a University Website from the Users’ Perspective: An Empirical Study of Benue State University Website
Abstract:

Websites are becoming a major component of an organization’s success in our ever globalizing competitive world. The website symbolizes an organization, interacting or projecting an organization’s principles, culture, values, vision, and perspectives. It is an interface connecting organizations and their clients. The university, as an academic institution, makes use of a website to communicate and offer computing services to its stakeholders (students, staff, host community, university management etc). Unfortunately, website designers often give more consideration to the technology, organizational structure and business objectives of the university than to the usability of the site. Website designers end up designing university websites which do not meet the needs of the primary users. This empirical study investigated the Benue State University website from the point view of students. This research was realized by using a standardized website usability questionnaire based on the five factors of usability defined by WAMMI (Website Analysis and Measurement Inventory): attractiveness, controllability, efficiency, learnability and helpfulness. The result of the investigation showed that the university website (https://portal.bsum.edu.ng/) has neutral usability level because of the usability issues associated with the website. The research recommended feasible solutions to improve the usability of the website from the users’ perspective and also provided a modified usability model that will be used for better evaluation of the Benue State University website.

Digital Article Identifier (DAI):
44
10009548
Optimizing Usability Testing with Collaborative Method in an E-Commerce Ecosystem
Abstract:

Usability testing (UT) is one of the vital steps in the User-centred design (UCD) process when designing a product. In an e-commerce ecosystem, UT becomes primary as new products, features, and services are launched very frequently. And, there are losses attached to the company if an unusable and inefficient product is put out to market and is rejected by customers. This paper tries to answer why UT is important in the product life-cycle of an E-commerce ecosystem. Secondary user research was conducted to find out work patterns, development methods, type of stakeholders, and technology constraints, etc. of a typical E-commerce company. Qualitative user interviews were conducted with product managers and designers to find out the structure, project planning, product management method and role of the design team in a mid-level company. The paper tries to address the usual apprehensions of the company to inculcate UT within the team. As well, it stresses upon factors like monetary resources, lack of usability expert, narrow timelines, and lack of understanding of higher management as some primary reasons. Outsourcing UT to vendors is also very prevalent with mid-level e-commerce companies, but it has its own severe repercussions like very little team involvement, huge cost, misinterpretation of the findings, elongated timelines, and lack of empathy towards the customer, etc. The shortfalls of the unavailability of a UT process in place within the team and conducting UT through vendors are bad user experiences for customers while interacting with the product, badly designed products which are neither useful and nor utilitarian. As a result, companies see dipping conversions rates in apps and websites, huge bounce rates and increased uninstall rates. Thus, there was a need for a more lean UT system in place which could solve all these issues for the company. This paper highlights on optimizing the UT process with a collaborative method. The degree of optimization and structure of collaborative method is the highlight of this paper. Collaborative method of UT is one in which the centralised design team of the company takes for conducting and analysing the UT. The UT is usually a formative kind where designers take findings into account and uses in the ideation process. The success of collaborative method of UT is due to its ability to sync with the product management method employed by the company or team. The collaborative methods focus on engaging various teams (design, marketing, product, administration, IT, etc.) each with its own defined roles and responsibility in conducting a smooth UT with users In-house. The paper finally highlights the positive results of collaborative UT method after conducting more than 100 In-lab interviews with users across the different lines of businesses. Some of which are the improvement of interaction between stakeholders and the design team, empathy towards users, improved design iteration, better sanity check of design solutions, optimization of time and money, effective and efficient design solution. The future scope of collaborative UT is to make this method leaner, by reducing the number of days to complete the entire project starting from planning between teams to publishing the UT report.

Digital Article Identifier (DAI):
43
10009101
The Importance of Applying Established Web Site Design Principles on an Online Performance Management System
Abstract:

An online performance management system was evaluated, and recommendations were made to improve the system. The study shows the effects of not adhering to the established web design principles and conventions. Furthermore, the study indicates that if the online performance management system is not well designed, it may have negative effects on the overall usability of the system and these negative effects will have consequences for both the employer and employees. The evaluation was done in terms of the usability metrics of effectiveness, efficiency and user satisfaction. Effectiveness was measured in terms of the success rate with which users could execute prescribed tasks in a sandbox system. Efficiency was expressed in terms of the time it took participants to understand what is expected of them and to execute the tasks. Post-test questionnaires were used in order to determine the satisfaction of the participants. Recommendations were made to improve the usability of the online performance management system.

Digital Article Identifier (DAI):
42
10008194
The Design Process of an Interactive Seat for Improving Workplace Productivity
Abstract:

Creative industries’ workers are becoming more prominent as countries move towards intellectual-based economies. Consequently, the nature and essence of the workplace needs to be reconfigured so that creativity and productivity can be better promoted at these spaces. Using a multidisciplinary approach and a user-centered methodology, combining product design, electronic engineering, software and human-computer interaction, we have designed and developed a new seat that uses embedded sensors and actuators to increase the overall well-being of its users, their productivity and their creativity. Our contribution focuses on the parameters that most affect the user’s work on these kinds of spaces, which are, according to our study, noise and temperature. We describe the design process for a new interactive seat targeted at improving workspace productivity.

Digital Article Identifier (DAI):
41
10006963
The Correlation between Users’ Star Rating and Usability on Mobile Applications
Abstract:
Star rating for mobile applications is a very useful way to differentiate between the best and worst rated applications. However, the question is whether the rating reflects the level of usability or not. The aim of this paper is to find out if the user’ star ratings on mobile apps correlate with the usability of those apps. Thus, we tested three mobile apps, which have different star ratings: low, medium, and high. Participating in the study, 15 mobile phone users were asked to do one single task for each of the three tested apps. After each task, the participant evaluated the app by answering a survey based on the System Usability Scale (SUS). The results found that there is no major correlation between the star rating and the usability. However, it was found that the task completion time and the numbers of errors that may happen while completing the task were significantly correlated to the usability.
Digital Article Identifier (DAI):
40
10005450
Ambient Notifications and the Interruption Effect
Abstract:
The technology of mobile devices has changed our daily lives. Since smartphone have become a multi-functional device, many people spend unnecessary time on them, and could be interrupted by inappropriate notifications such as unimportant messages from social media. Notifications from smartphone could draw people’s attention and distract them from their priorities and current tasks. This research investigated that if the users were notified by their surroundings instead of smartphone, would it create less distraction and keep their focus on the present task. The experiment was a simulation of a lamp and door notification. Notifications related to work will be embedded in the lamp such as an email from a colleague. A notification that is useful when going outside such as weather information, traffic information, and schedule reminder will be embedded in the door. The experiment was conducted by sending notifications to the participant while he or she was working on a primary task and the working performance was measured. The results show that the lamp notification had fewer interruption effects than the smartphone. For the door notification, it was simulated in order to gain opinions and insights on ambient notifications from participants. Many participants agreed that the ambient notifications are useful and being informed by them could lessen the usage of their smartphone. The results and insights from this research could be used to guide the design process of ambient notifications.
Digital Article Identifier (DAI):
39
10005779
Usability Testing with Children: BatiKids Case Study
Abstract:

Usability testing with children is similar in many aspects to usability testing with adults. However, there are a few differences that one needs to be aware of in order to get the most out of the sessions, and to ensure that children are comfortable and enjoying the process. This paper presents the need to acquire methodological knowledge for involving children as test users in usability testing, with consideration on Piaget’s theory of cognitive growth. As a case study, we use BatiKids, an application developed to evoke children’s enthusiasm to be involved in culture heritage preservation. The usability test was applied to 24 children from 9 to 10 years old. The children were divided into two groups; one interacted with the application through a graphic tablet with pen, and the other through touch screen. Both of the groups had to accomplish the same amount of tasks. In the end, children were asked to give feedback. The results suggested that children who interacted using the graphic tablet with pen had more difficulties rather than children who interacted through touch screen. However, the difficulty brought by the graphic tablet with pen is an important learning objective in order to understand the difficulties of using canting, which is an important part of batik.

Digital Article Identifier (DAI):
38
10005654
Hybrid Authentication System Using QR Code with OTP
Authors:
Abstract:

As we know, number of Internet users are increasing drastically. Now, people are using different online services provided by banks, colleges/schools, hospitals, online utility, bill payment and online shopping sites. To access online services, text-based authentication system is in use. The text-based authentication scheme faces some drawbacks with usability and security issues that bring troubles to users. The core element of computational trust is identity. The aim of the paper is to make the system more compliable for the imposters and more reliable for the users, by using the graphical authentication approach. In this paper, we are using the more powerful tool of encoding the options in graphical QR format and also there will be the acknowledgment which will send to the user’s mobile for final verification. The main methodology depends upon the encryption option and final verification by confirming a set of pass phrase on the legal users, the outcome of the result is very powerful as it only gives the result at once when the process is successfully done. All processes are cross linked serially as the output of the 1st process, is the input of the 2nd and so on. The system is a combination of recognition and pure recall based technique. Presented scheme is useful for devices like PDAs, iPod, phone etc. which are more handy and convenient to use than traditional desktop computer systems.

Digital Article Identifier (DAI):
37
10002430
The Importance of Cultural Adaptation of B2C E-Services Design in Germany
Abstract:
This research will give the introductory ideas for cultural adaption of B2C E-Service design in Germany. By the intense competition of E-Service development, many companies have realized the importance of understanding the emotional and cultural characteristics of their customers. Ignoring customers’ needs and requirements throughout the E-Service design can lead to faults, mistakes, and gaps. The term of E-Service usability now is changed not only to develop high quality E-Services, but also to be extended to include customer satisfaction and provide for them to feel local.
Digital Article Identifier (DAI):
36
10001384
A Cost Effective Approach to Develop Mid-size Enterprise Software Adopted the Waterfall Model
Abstract:
Organizational tendencies towards computer-based information processing have been observed noticeably in the third-world countries. Many enterprises are taking major initiatives towards computerized working environment because of massive benefits of computer-based information processing. However, designing and developing information resource management software for small and mid-size enterprises under budget costs and strict deadline is always challenging for software engineers. Therefore, we introduced an approach to design mid-size enterprise software by using the Waterfall model, which is one of the SDLC (Software Development Life Cycles), in a cost effective way. To fulfill research objectives, in this study, we developed mid-sized enterprise software named “BSK Management System” that assists enterprise software clients with information resource management and perform complex organizational tasks. Waterfall model phases have been applied to ensure that all functions, user requirements, strategic goals, and objectives are met. In addition, Rich Picture, Structured English, and Data Dictionary have been implemented and investigated properly in engineering manner. Furthermore, an assessment survey with 20 participants has been conducted to investigate the usability and performance of the proposed software. The survey results indicated that our system featured simple interfaces, easy operation and maintenance, quick processing, and reliable and accurate transactions.
Digital Article Identifier (DAI):
35
10001087
Assessing Mobile Robotic Telepresence Based On Measures of Social Telepresence
Abstract:

The feedbacks obtained regarding the sense of presence from pilot users operating a Mobile Robotic presence (MRP) system to visit a simulated museum are reported in this paper. The aim is to investigate how much the perception of system’s usefulness and ease of use is affected by operators’ sense of social telepresence (presence) in the remote location. Therefore, scenarios of visiting a museum are simulated and the user operators are supposed to perform some regular tasks inside the remote environment including interaction with local users, navigation and visiting the artworks. Participants were divided into two groups, those who had previous experience of operation and interaction with a MRP system and those who never had experience. Based on the results, both groups provided different feedbacks. Moreover, there was a significant association between user’s sense of presence and their perception of system usefulness and ease of use.

Digital Article Identifier (DAI):
34
9999834
Identifying Mitigation Plans in Reducing Usability Risk Using Delphi Method
Abstract:

Most quality models have defined usability as a significant factor that leads to improving product acceptability, increasing user satisfaction, improving product reliability, and also financially benefitting companies. Usability is also the best factor that balances both the technical and human aspects of a software product, which is an important aspect in defining quality during software development process. A usability risk consist risk factors that could impact the usability of a software product thereby contributing to negative user experiences and causing a possible software product failure. Hence, it is important to mitigate and reduce usability risks in the software development process itself. By managing possible usability risks in software development process, failure of software product could be reduced. Therefore, this research uses the Delphi method to identify mitigation plans for reducing potential usability risks. The Delphi method is conducted with seven experts from the field of risk management and software development.

Digital Article Identifier (DAI):
33
9999968
Estimation of Component Reusability through Reusability Metrics
Abstract:

Software reusability is an essential characteristic of Component-Based Software (CBS). The component reusability is an important assess for the effective reuse of components in CBS. The attributes of reusability proposed by various researchers are studied and four of them are identified as potential factors affecting reusability. This paper proposes metric for reusability estimation of black-box software component along with metrics for Interface Complexity, Understandability, Customizability and Reliability. An experiment is performed for estimation of reusability through a case study on a sample web application using a real world component.

Digital Article Identifier (DAI):
32
9999534
Survey to Assess the Feasibility of Executing the Web-Based Collaboration Process Using WBCS
Abstract:

The importance of the formal specification in the software life cycle is barely concealing to anyone. Formal specifications use mathematical notation to describe the properties of information system precisely, without unduly constraining the way in how these properties are achieved. Having a correct and quality software specification is not easy task. This study concerns with how a group of rectifiers can communicate with each other and work to prepare and produce a correct formal software specification. WBCS has been implemented based mainly in the proposed supported cooperative work model and a survey conducted on the existing Webbased collaborative writing tools. This paper aims to assess the feasibility of executing the web-based collaboration process using WBCS. The purpose of conducting this test is to test the system as a whole for functionality and fitness for use based on the evaluation test plan.

Digital Article Identifier (DAI):
31
9999201
On Measuring the Reusability Proneness of Mobile Applications
Authors:
Abstract:

The abnormal increase in the number of applications available for download in Android markets is a good indication that they are being reused. However, little is known about their real reusability potential. A considerable amount of these applications is reported as having a poor quality or being malicious. Hence, in this paper, an approach to measure the reusability potential of classes in Android applications is proposed. The approach is not meant specifically for this particular type of applications. Rather, it is intended for Object-Oriented (OO) software systems in general and aims also to provide means to discard the classes of low quality and defect prone applications from being reused directly through inheritance and instantiation. An empirical investigation is conducted to measure and rank the reusability potential of the classes of randomly selected Android applications. The results obtained are thoroughly analyzed in order to understand the extent of this potential and the factors influencing it.

Digital Article Identifier (DAI):
30
9998241
Usability Issues of Smart Phone Applications: For Visually Challenged People
Abstract:

In this era of globalization, adoption of technology is quite difficult for people with physical disabilities compared to people with normal abilities. The advancement in mobile based accessible applications have opened up several different avenues for the visually challenged across the globe. Smartphones applications are not very common for blind people, but they access and use these applications in their daily lives to some extent. Several smartphone applications have a number of usability issues for the visually impaired. In this paper, we evaluate the usability of various android & iPhone applications for blind people through analysis and surveys. This paper aspires to provide guidance in order to increase smartphone application accessibility for the visually impaired. An abstract application design is also proposed to overcome usability issues in smartphone applications for visually challenged people.

Digital Article Identifier (DAI):
29
10002249
Delineato: Designing Distraction-Free GUIs
Abstract:

A large amount of software products offer a wide range and number of features. This is called featuritis or creeping featurism and tends to rise with each release of the product. Feautiris often adds unnecessary complexity to software, leading to longer learning curves and overall confusing the users and degrading their experience. We take a look to a new design approach tendency that has been coming up, the so-called “What You Get is What You Need” concept that argues that products should be very focused, simple and with minimalistic interfaces in order to help users conduct their tasks in distraction-free ambiences. This isn’t as simple to implement as it might sound and the developers need to cut down features. Our contribution illustrates and evaluates this design method through a novel distraction-free diagramming tool named Delineato Pro for Mac OS X in which the user is confronted with an empty canvas when launching the software and where tools only show up when really needed.

Digital Article Identifier (DAI):
28
9997106
Retaining Users in a Commercially-Supported Social Network
Abstract:

A commercially-supported social network has become an emerging channel for an organization to communicate with and provide services to customers. The success of the commercially-supported social network depends on the ability of the organization to keep the customers in participating in the network. Drawing from the theories of information adoption, information systems continuance, and web usability, the author develops a model to explore how a commercially-supported social network can encourage customers to continue participating and using the information in the network. The theoretical model will be proved through an online survey of customers using the commercially-supported social networking sites of several high technology companies operating in the same sector. The result will be compared with previous studies to learn about the explanatory power of the research model, and to identify the main factors determining users’ intention to continue using a commercially-supported social network. Theoretical and practical implications and limitations are discussed.

Digital Article Identifier (DAI):
27
9997189
Requirements Gathering for Improved Software Usability and the Potential for Usage-Centred Design
Abstract:

Usability is an important software quality that is often neglected at the design stage. Although methods exist to incorporate elements of usability engineering, there is a need for more balanced usability focused methods that can enhance the experience of software usability for users. In this regard, the potential for Usage-Centred Design is explored with respect to requirements gathering and is shown to lead to high software usability besides other benefits. It achieves this through its focus on usage, defining essential use cases, by conducting task modeling, encouraging user collaboration, refining requirements, and so on. The requirements gathering process in UgCD is described in detail.

Digital Article Identifier (DAI):
26
9997694
Evaluation of Fitts’ Law Index of Difficulty Formulation for Screen Size Variations
Abstract:

It is well-known as Fitts’ law that the time for a user to point a target on a GUI screen can be modeled as a linear function of “index of difficulty (ID).” In this paper, the authors investigate whether the traditional ID formulation is appropriate independently of device screen sizes. Result of our experiment reveals that the ID formulation may not consistently capture actual difficulty: users’ pointing performances are not consistent among pointing target variations of which index of difficulty are consistent. The term A/W may not be appropriate because the term causes the observed inconsistency. Based on this finding, the authors then evaluate the applicability of possible models other than Fitts’ one. Multiple regression models are found to be able to appropriately represent the effects of target design variations. The authors next make an attempt to improve the definition of ID in Fitts’ model. Our idea is to raise the size or the distance values depending on the screen size. The modified model is found to fit well to the users’ pointing data, which supports the idea. 

Digital Article Identifier (DAI):
25
9996866
Usability Guidelines for Arab E-government Websites
Abstract:

The website developer and designer should follow usability guidelines to provide a user-friendly interface. Many guidelines and heuristics have been developed by previous studies to help both the developer and designer in this task, but E-government websites are special cases that require specialized guidelines. This paper introduces a set of 18 guidelines for evaluating the usability of e-government websites in general and Arabic e-government websites specifically, along with a check list of how to apply them. The validity and effectiveness of these guidelines were evaluated against a variety of user characteristics. The results indicated that the proposed set of guidelines can be used to identify qualitative similarities and differences with user testing and that the new set is best suited for evaluating general and e-governmental usability.

Digital Article Identifier (DAI):
24
9996
An Evaluation of the Usability of IT Faculty Educational Portal at University of Benghazi
Abstract:
Evaluation of educational portals is an important subject area that needs more attention from researchers. A university that has an educational portal which is difficult to use and interact by teachers or students or management staff can reduce the position and reputation of the university. Therefore, it is important to have the ability to make an evaluation of the quality of e-services the university provide to improve them over time. The present study evaluates the usability of the Information Technology Faculty portal at University of Benghazi. Two evaluation methods were used: a questionnaire-based method and an online automated tool-based method. The first method was used to measure the portal's external attributes of usability (Information, Content and Organization of the portal, Navigation, Links and Accessibility, Aesthetic and Visual Appeal, Performance and Effectiveness and educational purpose) from users' perspectives, while the second method was used to measure the portal's internal attributes of usability (number and size of HTML files, number and size of images, load time, HTML check errors, browsers compatibility problems, number of bad and broken links), which cannot be perceived by the users. The study showed that some of the usability aspects have been found at the acceptable level of performance and quality, and some others have been found otherwise. In general, it was concluded that the usability of IT faculty educational portal generally acceptable. Recommendations and suggestions to improve the weakness and quality of the portal usability are presented in this study.
Digital Article Identifier (DAI):
23
7277
An Efficient Mobile Payment System Based On NFC Technology
Abstract:
The work we have accomplished in implementing a Mobile Payment mechanism that enables customers to pay bills for groceries and other purchased items in a store through the means of a mobile phone, specifically a Smartphone. The mode of transaction, as far as communication between the customer-s handset and the merchant-s POS is concerned, we have decided upon NFC (Near Field Communication). This is due to the fact that for the most part, Pakistani Smartphone users have handsets that have Android mobile OS, which supports the aforementioned platform, IOS, on the other hand does not.
Digital Article Identifier (DAI):
22
4195
Usability Evaluation Framework for Computer Vision Based Interfaces
Abstract:
Human computer interaction has progressed considerably from the traditional modes of interaction. Vision based interfaces are a revolutionary technology, allowing interaction through human actions, gestures. Researchers have developed numerous accurate techniques, however, with an exception to few these techniques are not evaluated using standard HCI techniques. In this paper we present a comprehensive framework to address this issue. Our evaluation of a computer vision application shows that in addition to the accuracy, it is vital to address human factors
Digital Article Identifier (DAI):
21
6174
Collaborative Web Platform for Rich Media Educational Material Creation
Abstract:
This paper describes a platform that faces the main research areas for e-learning educational contents. Reusability tackles the possibility to use contents in different courses reducing costs and exploiting available data from repositories. In our approach the production of educational material is based on templates to reuse learning objects. In terms of interoperability the main challenge lays on reaching the audience through different platforms. E-learning solution must track social consumption evolution where nowadays lots of multimedia contents are accessed through the social networks. Our work faces it by implementing a platform for generation of multimedia presentations focused on the new paradigm related to social media. The system produces videos-courses on top of web standard SMIL (Synchronized Multimedia Integration Language) ready to be published and shared. Regarding interfaces it is mandatory to satisfy user needs and ease communication. To overcome it the platform deploys virtual teachers that provide natural interfaces while multimodal features remove barriers to pupils with disabilities.
Digital Article Identifier (DAI):
20
11735
Strengthening the HCI Approaches in the Software Development Process
Abstract:

User-Centered Design (UCD), Usability Engineering (UE) and Participatory Design (PD) are the common Human- Computer Interaction (HCI) approaches that are practiced in the software development process, focusing towards issues and matters concerning user involvement. It overlooks the organizational perspective of HCI integration within the software development organization. The Management Information Systems (MIS) perspective of HCI takes a managerial and organizational context to view the effectiveness of integrating HCI in the software development process. The Human-Centered Design (HCD) which encompasses all of the human aspects including aesthetic and ergonomic, is claimed as to provide a better approach in strengthening the HCI approaches to strengthen the software development process. In determining the effectiveness of HCD in the software development process, this paper presents the findings of a content analysis of HCI approaches by viewing those approaches as a technology which integrates user requirements, ranging from the top management to other stake holder in the software development process. The findings obtained show that HCD approach is a technology that emphasizes on human, tools and knowledge in strengthening the HCI approaches to strengthen the software development process in the quest to produce a sustainable, usable and useful software product.

Digital Article Identifier (DAI):
19
8683
User Experience Evolution Lifecycle Framework
Abstract:
Perceptions of quality from both designers and users perspective have now stretched beyond the traditional usability, incorporating abstract and subjective concepts. This has led to a shift in human computer interaction research communities- focus; a shift that focuses on achieving user experience (UX) by not only fulfilling conventional usability needs but also those that go beyond them. The term UX, although widely spread and given significant importance, lacks consensus in its unified definition. In this paper, we survey various UX definitions and modeling frameworks and examine them as the foundation for proposing a UX evolution lifecycle framework for understanding UX in detail. In the proposed framework we identify the building blocks of UX and discuss how UX evolves in various phases. The framework can be used as a tool to understand experience requirements and evaluate them, resulting in better UX design and hence improved user satisfaction.
Digital Article Identifier (DAI):
18
7925
Usability and Functionality: A Comparison of Key Project Personnel's and Potential Users' Evaluations
Abstract:

Meeting users- requirements is one of predictors of project success. There should be a match between the expectations of the users and the perception of key project personnel with respect to usability and functionality. The aim of this study is to make a comparison of key project personnel-s and potential users- (customer representatives) evaluations of the relative importance of usability and functionality factors in a software design project. Analytical Network Process (ANP) was used to analyze the relative importance of the factors. The results show that navigation and interaction are the most significant factors,andsatisfaction and efficiency are the least important factors for both groups. Further, it can be concluded that having similar orders and scores of usability and functionality factors for both groups shows that key project personnel have captured the expectations and requirements of potential users accurately.

Digital Article Identifier (DAI):
17
9368
Building Trust of Mobile Users and their Adoption of M-Commerce
Abstract:
One challenging direction of mobile commerce (mcommerce) that is getting a great deal of attention globally is mobile financing. The smart-phone and PDA users all around the world are facing difficulties to become accustomed and trust in m-commerce. The main rationale can be the slow variation and lack of trust in mobile payment systems. Mobile payment systems that are in use need to be more effective and efficient. This paper proposes: the interface design is not the only factor affecting the m-commerce adoption and lack of trust; in fact it is the combined effect of interface usability and trustworthy mobile payment systems, because it-s the money that the user has to spend at the end of the day, which the user requires to get transferred securely. The purpose of this research is to identify the problems regarding the trust and adaption of m-commerce applications by mobile users and to provide the best possible solution with respect to human computer interaction (HCI) principles.
Digital Article Identifier (DAI):
16
5099
Effectiveness and Usability Evaluation of 'Li2D' Courseware
Abstract:
Multimedia courseware has been accepted as a tool that can support teaching and learning process. 'Li2D' courseware was developed to assist student-s visualization on the topic of Loci in Two Dimension. This paper describes an evaluation on the effectiveness and usability of a 'Li2D' courseware. The quasi experiment was used for the effectiveness evaluation. Usability evaluation was accomplished based on four constructs of usability, namely: efficiency, learnability, screen design and satisfaction. An evaluation on the multimedia elements was also conducted. A total of 63 students of Form Two are involved in the study. The students are divided into two groups: control and experimental. The experimental group had to interact with 'Li2D' courseware as part of the learning activities while the control group used the conventional learning methods. The results indicate that the experimental group performed better than the control group in understanding the Loci in Two Dimensions topic. In terms of usability, the results showed that the students agreed on the usability in multimedia elements in the 'Li2D' courseware.
Digital Article Identifier (DAI):
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Vol:1 No:12 2007Vol:1 No:11 2007Vol:1 No:10 2007Vol:1 No:09 2007Vol:1 No:08 2007Vol:1 No:07 2007Vol:1 No:06 2007Vol:1 No:05 2007Vol:1 No:04 2007Vol:1 No:03 2007Vol:1 No:02 2007Vol:1 No:01 2007