scholarly journals A USABILITY EVALUATION OF MOBILE APPLICATION: A REVIEW ON USABILITY MODEL FOR THE DEAF

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.

Author(s):  
Azham Hussain ◽  
Ahlam Mohamed Omar

The usability of the mobile applications is the most important factor in developing, so the key to develop successful mobile applications is usability, especially for users have specific needs such as visually impaired. However, developers do not focus on visually impaired users. Moreover, there are limited studies and usability evaluation models for mobile applications for visually impaired so developers use just a modified usability evaluation methods which are not enough and useful to evaluate mobile applications for visually impaired, or they use general usability evaluation models. Therefore, using these methods or models is difficult for evaluator and not useful for visually impaired users. This study conducts Systematic Literature Review (SLR) to identify usability dimensions that help mobile applications developers and evaluators to evaluate mobile application for users which have moderate and severe visual impairment. The result shows that, six dimensions that have a significant impact on moderate and severe visually impaired users' satisfaction, who use mobile applications. These dimensions namely efficiency, effectiveness, satisfaction, errors, accessibility and understandability.


2021 ◽  
Vol 11 (22) ◽  
pp. 10816
Author(s):  
Semin Kim ◽  
Hyung-Jin Mun

Due to COVID-19, non-F2F (non-face-to-face) learning is being conducted in educational sites around the world. Unlike theoretical subjects, which have a variety of applicable non-F2F learning content, in practical subjects, learners may undergo many difficulties due to many learning activities. Therefore, this research tries to design and develop a mobile application that allows learners to perform a self-diagnostic on their learning progress. In this research, we conducted a mobile application usability evaluation for 36 students who participated in non-F2F Arduino practice learning. To this end, we applied the ADDIE (Analysis, Design, Development, Implement, and Evaluation) model to develop a self-diagnostic mobile application for students’ learning progress according to the learning content. The research tool modified and distributed the question item appropriate for this subject’s study for the mobile usability evaluation that was used in the previous study. This research applied the ADDIE model to analyze the characteristics of students and learning contents, including designed learning contents, database, menu structure, developed learning contents, and mobile application. After using this in non-F2F practice learning for 15 weeks, a mobile application usability evaluation was conducted. As a result of the study, due to receiving usability scores between 3.53 and 4.42, it was found that the learning progress self-diagnostic in non-F2F practice learning was essential and that mobile applications were useful in non-F2F practice learning. Additionally, 33 out of 36 students responded that it would be useful for their learning if they actively used it in other subjects as well. We have found that leveraging self-diagnostic mobile applications through the mobile application usability evaluation tool can be useful for non-F2F practice learning. Additionally, it is expected to be useful for non-F2F practice learning if additional research is conducted on other factors as well such as teaching presence, online learning engagement, and learning flow in the future.


2021 ◽  
Vol 56 (5) ◽  
pp. 433-441
Author(s):  
Ahlam Mohamed Elmghirbia ◽  
Azham Hussain ◽  
Nur Hani Zulkifli

This paper aims to discuss the usability evaluation model for mobile applications used by low vision users. Low vision users have difficulties using mobile applications due to limited view, bright sunshine, small text, and other reasons. This type of user uses mobile applications designed for users with normal vision, and they have many difficulties in reading, accessing, and understanding. Therefore, this paper provides a mobile application usability evaluation model for this type of user, and the proposed model includes usability measures that fulfill their usability requirements. This study employed a systematic review of previous research on good practices and requirements for low vision users to use mobile applications. Also, the new model was evaluated by the domain experts through a focus group session. This model aims to support the development of a mobile application that low vision users can use, which has not been supported in previous studies since it guides mobile application developers to develop mobile applications that fulfill low vision users' usability requirements. It also helps to identify usability problems in the current mobile applications for this type of user. This study will benefit low vision people in using mobile applications effectively, easily, and comfortably.


Author(s):  
Mohammed Yousif

The mobile applications industry has had significant growth in the last few years. Mobile phones are everywhere since we use them in every part of our daily lives for entertainment, communication and other various uses. Unfortunately, there was also a substantial increase the number of autism cases in kids around the world, which has prompted for a dire need of a therapy method that is cheap, reliable and accessible for everyone who needs it. Researchers have tried several methods, like robotics and virtual reality, to help in the therapy of autistic children. While their results were promising, these technologies are still out of reach of most users due to their high cost. Mobile phones, however, are much more accessible since everyone has one, and they have a wide array of useful gadgets that can be used in making the therapy sessions more engaging and fun such as cameras, accelerometers, speakers, microphones and others. This project aims to design and implement an interactive learning environment based on a mobile application for teaching kids with special needs. 


2020 ◽  
Vol 2 (1) ◽  
pp. 81-89
Author(s):  
THOMAS BABY KAPPALUMAKKEL

The present paper investigated the factors of motivation and the role of teachers in motivating English language learners in the ESP classes of Dhofar University as well as the significance of motivation in teaching and learning through mobile application technology. Mobile phones are handy devices that are readily available with all the students in universities and colleges nowadays. Furthermore, the innovative use of mobile applications and internet technology is very common among the undergraduate students. This paper is a detailed description of some of the teaching strategies employed through mobile phones to motivate the students who have very low level of motivation. Since lack of motivation among students is a common challenge faced by most of the ELT teachers in their classrooms, practical solutions centred on mobile applications is the focus of this study. Furthermore, supplementing classroom practices with mobile application technology can promote learner autonomy and peer learning opportunities within the classroom resulting in a visible rise in the motivational graph of the whole class. This paper is also a practical account of how mobile applications can be integrated into classroom teaching without affecting the traditional syllabus of a conventional university curriculum.


2016 ◽  
Vol 8 (4) ◽  
pp. 33-40
Author(s):  
Vaishnavi Venugopalan ◽  
Chaitanya Vyas

To find the best train ticket booking mobile application on the bases of application features. Four widely used mobile phone applications (Ixigo, MakeMyTrip, ClearTrip, and IRCTC) for railway ticket booking are selected and application features related to ease of download and use, rating, number of installs, etc. are compared. A practical attempt is made to book a train ticket using all these applications one by one and comparing features such as coach locator, platform locator, route map, fare break-up, showing seat availability, save and pre-fill passenger details, sort search list by train name/number, sort search list by journey duration, sort search list by class, train running status, etc. 1 point is allotted to the applications if a particular feature is available in the applications and 0 is allotted if the feature is not available. Sum of all the points is calculated separately for each application and then ranks are given from 1 to 4 considering the final score. Ixigo mobile application scores the highest among other three train ticketing mobile applications – MakeMyTrip, ClearTrip, and IRCTC. Features such as downloading applications via a miss call or SMS; downloading application from websites of Ixigo, MakeMyTrip, ClearTrip, and IRCTC; and sorting train search list by class on applications are not found in any of these four applications. Furthermore, features are grouped into groups such as – the features only available in top ranking Ixigo and the features not available in top ranking Ixigo but available in any or all other three applications. This research will be of a good value for mobile railway ticket booking application providers as competition is becoming acute and the booking pattern is shifting from using desktop or laptop to mobile phones and tablets.


Author(s):  
Filian Enggar Krisnada ◽  
Radius Tanone

Abstract — Pincher is an online platform that is useful for assisting in finding and registering for training classes aimed at facilitating users who want to find their identity and channel their talents and inspirations creatively. This pincher application provides information and distributes training classes by selling class tickets. In its development as an online platform, Pincher still uses the website as a means of distributing training classes owned by Pincher, so this tool is less effective and efficient for users because the Pincher website is too complicated to access using a mobile phone or smartphone. Therefore, to help users access the Pincher application using their mobile phones, Pincher applications are made in a simple form that is applied to mobile applications. In addition, Pincher also does not have a feature that can make it easier for customers to determine the class to be chosen. Therefore this mobile application will be equipped with a system that can make it easier for users to choose attractive classes for customers, namely with a recommendation system.   Keywords— Ticket Selling Application, Flutter, Mobile Application, Recommendation System.


2018 ◽  
Vol 5 (1) ◽  
pp. 80
Author(s):  
Aji Purwinarko ◽  
Wahyu Hardyanto

Nowadays, everything is within our grasp and with the mobile phones become easier. Its use is not limited to calls and SMS but has become a tool that can be used to serve business transactions, banking, academic of data through mobile applications. Tus, the security of authentication in the mobile application needs to be improved to avoid a hacker attack. This article presents an authentication in the mobile application to the server using a hybrid of cryptographic algorithm Advanced Encryption Standard (AES) and Blowfish. AES and Blowfish is a symmetric key algorithm is very fast and powerful. With the utilization of a large block size of AES and Blowfish to encrypt keys, AES security will be much more robust and complicated to attacked. So, it will be difficult for hackers to perform Man in the Middle (MitM) attacks.


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):  
Gyanappa A. Walikar

A mobile application is a computer program or application developed to run on a small handheld mobile device such as mobile phones, smartphones, PDAs, and so on. Such devices are sold with several apps bundled as pre-installed software, such as a web browser, email client, calendar, mapping program, and an app for buying music or other media or more apps. Apps that are not preinstalled are usually available through distribution platforms called app stores such as the Apple App Store, Google Play, Windows Phone Store, and BlackBerry App World, etc. Usage of mobile apps has become increasingly prevalent across mobile phone users in the world. A recent study reported that during the previous quarter, more mobile subscribers used apps than browsed the web on their devices. Thus, a mobile application can aid in the prosecution of human rights violations, atrocities, human trafficking, and child laboring. In this chapter, authors provide a comprehensive study, design patterns, usage of several mobile applications designed for protecting human rights.


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