scholarly journals USABILITY EVALUATION METHOD FOR MOBILE LEARNING APPLICATION USING AGILE: A SYSTEMATIC REVIEW

2015 ◽  
Vol 77 (5) ◽  
Author(s):  
Azham Hussain ◽  
Abdulkarim Saleh ◽  
Abdussalam Taher ◽  
Imman Ahmed ◽  
Mohammed Lammasha

The use of mobile phones for academic purpose has been on the rise in recent years. Most m-learning applications have been proved that they did not undergo usability evaluation while a few of the application underwent reliable usability evaluations. This paper reviews previous research that has been carried out to evaluate the usability of m-learning applications and how this approach could be integrated into the Agile development process in a bid to make a more effective and usable m-learning application. We focus on previous works that has been done in both, mobile application usability and integration of agile approaches for Usability evaluation. The incorporation of agile development processes and the usability evaluation of m-learning applications has produced a significant impact. This is seen as more m-learning applications are done in the sprints with the usability evaluation preceding it and following the development process which makes the applications more usable and user friendly.

Author(s):  
Maristella Matera ◽  
Francesca Rizzo ◽  
Rebeca Cortázar ◽  
Asier Perallos

Given the emergent need for usability, during last year’s traditional development processes have been extended for enabling the fulfillment of usability requirements. Usability Evaluation Methods (UEMs) have been therefore proposed at any stage of the development process, to verify the usability of incremental design artifacts, as well as of the final product. This chapter surveys the most emergent UEMs, to be adopted during the whole lifecycle of Web information systems for promoting usability. For each evaluation method, the main features, as well as the emerging advantages and drawbacks are illustrated. Some future trends, related to the need of evaluating the usability of UEMs are also discussed.


2018 ◽  
Vol 7 (2.28) ◽  
pp. 10 ◽  
Author(s):  
Freddy Paz ◽  
Freddy A. Paz ◽  
José Antonio Pow-Sang ◽  
César Collazos

Heuristic evaluation is one of the most used techniques to evaluate the level of usability of a software product. In this research, we performed a comprehensive analysis of the recent studies which report the use of this method in the context of a software development process. The purpose was to identify the specific way in which each author performs this usability evaluation method, in order to propose a formal protocol. After an indeed examination of these studies, we have determined there are several differences in the way this technique is conducted according to the literature. There is no agreement about the number of inspectors that should participate, the usability principles that should be used, the profile of the specialists who must be part of the assessment team, or the evaluation process that should be followed. This work highlights the available settings and a detailed procedure to perform a heuristic evaluation in the domain of software products.  


SEMINASTIKA ◽  
2021 ◽  
Vol 3 (1) ◽  
pp. 99-106
Author(s):  
Gracella Tambunan ◽  
Lit Malem Ginting

Usability is a factor that indicates the success of an interactive product or system, such as a mobile application. The increasing use of smartphones demands a more accurate and effective usability evaluation method to find usability problems, so that they can be used for product improvement in the development process. This study compares the Cognitive Walkthrough method with Heuristic Evaluation in evaluating the usability of the SIRS Del eGov Center mobile application. Evaluation with these two methods will be carried out by three evaluators who act as experts. Finding problems and recommending improvements from each method will produce an improvement prototype made in the form of a high-fidelity prototype. Each prototype will be tested against ten participants using the Usability Testing method, which will generate scores through the SUS table. From the test scores, the percentage of Likert scale and the success rate of each prototype will be found. The results show that between the two usability evaluation methods, the Heuristic Evaluation method is the more effective method, finds more usability problems, and has a higher Likert scale percentage, which is 66.5%, while Cognitive Walkthrough is 64.75%.


2016 ◽  
pp. 2090-2104 ◽  
Author(s):  
Helen Crompton ◽  
Diane Burke

The use of mobile learning in education is growing at an exponential rate. To best understand how mobile learning is being used, it is crucial to gain a collective understanding of the research that has taken place. This research was a systematic review of 36 studies in mobile learning in mathematics from the year 2000 onward. Eight new findings emerged: (1) The primary purpose of most studies was to focus on evaluating mobile learning. (2) Case studies and experimental design were the main research methods. (3) Most studies report positive learning outcomes; (4) Mobile phones were the mobile device used most often. (5) Elementary school settings were the most common research context. (6) The majority of researchers did not identify a specific mathematical concept being studied. (7) The majority of the studies took place in formal educational contexts; and (8) research on mobile learning in mathematics is geographically diverse.


2022 ◽  
pp. 1511-1534
Author(s):  
Chung-Yeung Pang

Reusability is a clear principle in software development. However, systematic reuse of software elements is not common in most organizations. Application programmers rarely design and create software elements for possible future reuse. In many agile software development processes, the project teams believe that the development of reusable software elements can slow down the project. This can be a misconception. This chapter examines various ways to reuse software. Three approaches to developing reusable software artifacts from 15 years of experience in the agile development process are presented. The first approach is to create generic programs or configurable frameworks that support similar solutions for a variety of use cases and environments. The reuse of patterns is the second approach presented. Another effective way is to use a model-driven approach with model patterns. These approaches help to speed deployment software. The final product is flexible and can easily be adapted to changes. This is one of the main goals of an agile approach.


2018 ◽  
Author(s):  
Ignacio Ricci-Cabello ◽  
Kirsten Bobrow ◽  
Sheikh Mohammed Shariful Islam ◽  
Clara K Chow ◽  
Ralph Maddison ◽  
...  

BACKGROUND Interventions delivered by mobile phones have the potential to prevent cardiovascular disease (CVD) by supporting behavior change toward healthier lifestyles and treatment adherence. To allow replication and adaptation of these interventions across settings, it is important to fully understand how they have been developed. However, the development processes of these interventions have not previously been systematically examined. OBJECTIVE This study aimed to systematically describe and compare the development process of text messaging interventions identified in the Text2PreventCVD systematic review. METHODS We extracted data about the development process of the 9 interventions identified in the Text2PreventCVD systematic review. Data extraction, which was guided by frameworks for the development of complex interventions, considered the following development stages: intervention planning, design, development, and pretesting. Following data extraction, we invited the developers of the interventions to contribute to our study by reviewing the accuracy of the extracted data and providing additional data not reported in the available publications. RESULTS A comprehensive description of the development process was available for 5 interventions. Multiple methodologies were used for the development of each intervention. Intervention planning involved gathering information from stakeholder consultations, literature reviews, examination of relevant theory, and preliminary qualitative research. Intervention design involved the use of behavior change theories and behavior change techniques. Intervention development involved (1) generating message content based on clinical guidelines and expert opinions; (2) conducting literature reviews and primary qualitative research to inform decisions about message frequency, timing, and level of tailoring; and (3) gathering end-user feedback concerning message readability, intervention acceptability, and perceived utility. Intervention pretesting involved pilot studies with samples of 10 to 30 participants receiving messages for a period ranging from 1 to 4 weeks. CONCLUSIONS The development process of the text messaging interventions examined was complex and comprehensive, involving multiple studies to guide decisions about the scope, content, and structure of the interventions. Additional research is needed to establish whether effective messaging systems can be adapted from work already done or whether this level of development is needed for application in other conditions and settings.


Author(s):  
Michael Riesener ◽  
Christian Doelle ◽  
Sebastian Schloesser ◽  
Guenther Schuh

Abstract Agile development processes such as Scrum have been successfully applied in the software industry for many years. Based on experience, industrial practitioners indicate three predominant benefits of agile development processes compared to traditional software development processes. First of all, development results better fit customers’ and other stakeholders’ needs. That is because they are intensively involved in the development process by receiving, applying and assessing functional software increments in a defined cadence throughout the development process. Secondly, agile development processes better cope with unexpected changes in the development process due to the built-in process flexibility. Lastly, development speed has significantly increased in most of the agile software development projects, resulting in a shorter time-to-market. Especially in the context of radical innovations for technical systems, manufacturing companies are striving for approaches to optimize their development processes in a similar direction. Traditional plan-oriented development approaches such as VDI 2221 or Cooper’s Stage-Gate Process turn out to be insufficiently customer oriented, too inflexible and project duration is usually too long to reach an adequate time-to-market. For that reason, a large community in academia and industrial practice is developing and implementing approaches to adapt agile software development practices for the development of technical systems. However, a current study in industrial practice reveals that out of 23 objectives, that are expected when introducing agile development processes to technical systems, the three objectives mentioned above, show the largest negative deviations from expected benefit to realized benefit. Therefore, the overall goal of this research is to address these gaps by developing an explicit methodological approach for an agile development of technical systems. It turns out, that mainly the role of prototyping and the way product specifications are handled during the development process change significantly in the course of introducing agility to development of technical systems. Agile practitioners strive to not necessarily define product specifications comprehensively upfront, as it is postulated in plan-oriented development processes. In contrast, product specifications, which are of major importance to the overall development project, are specified and validated with customers and other stakeholders in early prototypes. Therefore, prototypes are realized in a defined cadence throughout the development process to gradually specify and validate the product. However, the way product specifications are prioritized and selected in the development of technical systems has to differ substantially from the general way Scrum or other existing agile development processes propose. That is because technical systems are characterized by multiple technical interrelations, resulting in informational dependencies for the development process. For that reason, a prioritization along criteria such as customer value, development effort and risk seems too narrow in the context of technical systems. In fact, the prioritization of product specifications has to consider both, the value being generated by their realization as well as the informational dependencies towards other specifications. Furthermore, when designing a prototype, time constraints need to be particularly considered due to lead times in parts delivery and prototype production. Therefore, this paper introduces a methodology to prioritize and select technical design parameters in agile development processes. The methodology can be applied in the cyclical sprint planning that aims at defining the scope of the next prototype to be developed. As outlined above, the major paradigms of value generation, informational dependencies as well as lead-time and effort are crucial when adapting agile for technical systems and are consequently implemented in the methodology. These paradigms are operationalized to explicitly address the mentioned major objectives of agile development processes, which are currently showing are large gap between expected benefit and realized benefit in industrial practice. The methodology is applied to the real development process of an RGB laser light source for digital cinema projectors, which is summarized as a case study in the paper. Insights from this application are equally discussed as the resulting next steps in further developing and aligning the methodology to the needs of industrial practice.


2016 ◽  
Vol 78 (4-3) ◽  
Author(s):  
Shelena Soosay Nathan ◽  
Nor Laily Hashim ◽  
Azham Hussain

Usability is an important attribute that need more concentration in determining the production of a successful mobile application. Currently mobile applications for the deaf has increased tremendously with the increase of the usage of mobile phones. However, usability evaluation model that best suits the evaluation for mobile application for the deaf is rather very general. Usability of the mobile application for the deaf is very limited that makes the evaluation more challenging and difficult. This study reviews the current usability models provide guidelines and usability dimensions used by researchers and discuss the trend for future evaluation of mobile applications for deaf. Result shows that usability for mobile application for the deaf are limited. This study helps mobile developers and evaluators in evaluating mobile application for the deaf.


2021 ◽  
Vol 2 (1) ◽  
pp. 1-8
Author(s):  
Duratul Ain Tholibon ◽  
Mohd Fairuz Bachok ◽  
Ainamardia Nazaruddin ◽  
Zulhafizal Othman ◽  
Zadariana Jamil@ Othman

Mobile application technology has been widely used in various fields, including education, because it is software in mobile phones owned by anyone. Besides, it easy to use anywhere and anytime. Therefore, by applying the app's merits, the Fast and Correct Tutorial App (F-C Tutorial App) is developed using this technology as a platform. The F-C Tutorial App is a weekly tutorial whereby every weekend of the lecture weeks, students can download a few questions via the app, and then the answers that had been calculated need to be filled up in the app. A survey was conducted on the target group, and the survey questions were divided into three sections: the respondent background, the agreement of F-C Tutorial App can enhance student intrapersonal skills, and the F-C Tutorial agreement App is a user-friendly tool. The group of lecturers who develop this app believes that ongoing training that can easily access and accompanied by competition for rewards is an active learning approach that can motivate students to develop their cognitive and affective skills. Besides, the rules that need to be followed to ensure the F-C Tutorial App can be easier to use and positively impact.


Author(s):  
Asif Qumer Gill ◽  
Deborah Bunker

The emergence of Software as a Service (SaaS) has made it possible to develop dynamic and complex business processes as eServices. The development of business processes as eServices (SaaS) can be assisted by the means of adaptive or agile development processes. The development of business processes in terms of SaaS require to perform SaaS requirements engineering (RE), which is an important phase of a software development process for the success of any project. The challenge here is how best to do SaaS RE (e.g. mapping business process to eServices) and select agile development practices for developing business processes in terms of SaaS. In order to address this challenge, an integrated agile RE model for SaaS project development environments is outlined within this chapter. The purpose of the proposed RE model is to aid in iteratively determining SaaS requirements in short iterations as opposed to the “only first and onetime upfront” phase of a development process. Each identified SaaS requirement or a set of requirements for a given iteration is linked to a single or set of specific agile practices for implementation in short iterations. This model can be used as a guideline by organisations wishing to understand the challenging task of mapping business processes to SaaS and its implementation by using agile software development processes or practices.


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