scholarly journals Usability of the Turkish Translation of the Dutch Talking Touch Screen Questionnaire for Physical Therapy Patients With a Turkish Background: Qualitative Study

10.2196/14189 ◽  
2020 ◽  
Vol 4 (2) ◽  
pp. e14189
Author(s):  
Marlies Welbie ◽  
Harriet Wittink ◽  
Sahin Bozkurt ◽  
Tugba Coban ◽  
Walter LJM Devillé

Background The Turkish translation of the Dutch Talking Touch Screen Questionnaire (TTSQ) has been developed to help physical therapy patients with a Turkish background in the Netherlands to autonomously elucidate their health problems and impairments and set treatment goals, regardless of their level of health literacy. Objective The aim of this study was to evaluate the usability of the Turkish TTSQ for physical therapy patients with a Turkish background with diverse levels of health literacy and experience in using mobile technology. Methods The qualitative Three-Step Test-Interview method was carried out to gain insight into the usability of the Turkish TTSQ. A total of 10 physical therapy patients participated. The interview data were analyzed using a thematic content analysis approach aimed at determining the accuracy and completeness with which participants completed the questionnaire (effectiveness), the time it took participants to complete the questionnaire (efficiency), and the extent to which the participants were satisfied with the ease of use of the questionnaire (satisfaction). The problems encountered by the participants in this study were given a severity rating, which was used to provide a rough estimate of the need for additional usability improvements. Results No participant in this study was able to complete the questionnaire without encountering at least one usability problem. A total of 17 different kinds of problems were found. On the basis of their severity score, 3 problems that should be addressed during future development of the tool were “Not using the navigation function of the photo gallery in Question 4 causing the participant to not see all presented response items;” “Touching the text underneath a photo in Question 4 to select an activity instead of touching the photo itself, causing the activity not to be selected;” and “Pushing too hard or tapping too softly on the touch screen causing the touch screen to not respond.” The data on efficiency within this study were not valid and are, therefore, not reported in this study. No participant was completely satisfied or dissatisfied with the overall ease of use of the Turkish TTSQ. Two participants with no prior experience of using tablet computers felt that, regardless of what kinds of improvement might be made, it would just be too difficult for them to learn to work with the device. Conclusions As with the Dutch TTSQ, the Turkish TTSQ needs improvement before it can be released. The results of this study confirm the conclusion of the Dutch TTSQ study that participants with low levels of education and little experience in using mobile technology are less able to operate the TTSQ effectively. Using a Dutch speaking interviewer and Turkish interpreter has had a negative effect on data collection in this study.

2019 ◽  
Author(s):  
Marlies Welbie ◽  
Harriet Wittink ◽  
Sahin Bozkurt ◽  
Tugba Coban ◽  
Walter LJM Devillé

BACKGROUND The Turkish translation of the Dutch Talking Touch Screen Questionnaire (TTSQ) has been developed to help physical therapy patients with a Turkish background in the Netherlands to autonomously elucidate their health problems and impairments and set treatment goals, regardless of their level of health literacy. OBJECTIVE The aim of this study was to evaluate the usability of the Turkish TTSQ for physical therapy patients with a Turkish background with diverse levels of health literacy and experience in using mobile technology. METHODS The qualitative Three-Step Test-Interview method was carried out to gain insight into the usability of the Turkish TTSQ. A total of 10 physical therapy patients participated. The interview data were analyzed using a thematic content analysis approach aimed at determining the accuracy and completeness with which participants completed the questionnaire (effectiveness), the time it took participants to complete the questionnaire (efficiency), and the extent to which the participants were satisfied with the ease of use of the questionnaire (satisfaction). The problems encountered by the participants in this study were given a severity rating, which was used to provide a rough estimate of the need for additional usability improvements. RESULTS No participant in this study was able to complete the questionnaire without encountering at least one usability problem. A total of 17 different kinds of problems were found. On the basis of their severity score, 3 problems that should be addressed during future development of the tool were “Not using the navigation function of the photo gallery in Question 4 causing the participant to not see all presented response items;” “Touching the text underneath a photo in Question 4 to select an activity instead of touching the photo itself, causing the activity not to be selected;” and “Pushing too hard or tapping too softly on the touch screen causing the touch screen to not respond.” The data on efficiency within this study were not valid and are, therefore, not reported in this study. No participant was completely satisfied or dissatisfied with the overall ease of use of the Turkish TTSQ. Two participants with no prior experience of using tablet computers felt that, regardless of what kinds of improvement might be made, it would just be too difficult for them to learn to work with the device. CONCLUSIONS As with the Dutch TTSQ, the Turkish TTSQ needs improvement before it can be released. The results of this study confirm the conclusion of the Dutch TTSQ study that participants with low levels of education and little experience in using mobile technology are less able to operate the TTSQ effectively. Using a Dutch speaking interviewer and Turkish interpreter has had a negative effect on data collection in this study.


10.2196/11617 ◽  
2019 ◽  
Vol 3 (3) ◽  
pp. e11617 ◽  
Author(s):  
Marlies Welbie ◽  
Harriet Wittink ◽  
Marjan J Westerman ◽  
Ilse Topper ◽  
Josca Snoei ◽  
...  

Background In the past years, a mobile health (mHealth) app called the Dutch Talking Touch Screen Questionnaire (DTTSQ) was developed in The Netherlands. The aim of development was to enable Dutch physical therapy patients to autonomously complete a health-related questionnaire regardless of their level of literacy and digital skills. Objective The aim of this study was to evaluate the usability (defined as the effectiveness, efficiency, and satisfaction) of the prototype of the DTTSQ for Dutch physical therapy patients with diverse levels of experience in using mobile technology. Methods The qualitative Three-Step Test-Interview method, including both think-aloud and retrospective probing techniques, was used to gain insight into the usability of the DTTSQ. A total of 24 physical therapy patients were included. The interview data were analyzed using a thematic content analysis approach aimed at analyzing the accuracy and completeness with which participants completed the questionnaire (effectiveness), the time it took the participants to complete the questionnaire (efficiency), and the extent to which the participants were satisfied with the ease of use of the questionnaire (satisfaction). The problems encountered by the participants in this study were given a severity rating that was used to provide a rough estimate of the need for additional usability efforts. Results All participants within this study were very satisfied with the ease of use of the DTTSQ. Overall, 9 participants stated that the usability of the app exceeded their expectations. The group of 4 average-/high-experienced participants encountered only 1 problem in total, whereas the 11 little-experienced participants encountered an average of 2 problems per person and the 9 inexperienced participants an average of 3 problems per person. A total of 13 different kind of problems were found during this study. Of these problems, 4 need to be addressed before the DTTSQ will be released because they have the potential to negatively influence future usage of the tool. The other 9 problems were less likely to influence future usage of the tool substantially. Conclusions The usability of the DTTSQ needs to be improved before it can be released. No problems were found with satisfaction or efficiency during the usability test. The effectiveness needs to be improved by (1) making it easier to navigate through screens without the possibility of accidentally skipping one, (2) enabling the possibility to insert an answer by tapping on the text underneath a photograph instead of just touching the photograph itself, and (3) making it easier to correct wrong answers. This study shows the importance of including less skilled participants in a usability study when striving for inclusive design and the importance of measuring not just satisfaction but also efficiency and effectiveness during such studies.


2018 ◽  
Author(s):  
Marlies Welbie ◽  
Harriet Wittink ◽  
Marjan J Westerman ◽  
Ilse Topper ◽  
Josca Snoei ◽  
...  

BACKGROUND In the past years, a mobile health (mHealth) app called the Dutch Talking Touch Screen Questionnaire (DTTSQ) was developed in The Netherlands. The aim of development was to enable Dutch physical therapy patients to autonomously complete a health-related questionnaire regardless of their level of literacy and digital skills. OBJECTIVE The aim of this study was to evaluate the usability (defined as the effectiveness, efficiency, and satisfaction) of the prototype of the DTTSQ for Dutch physical therapy patients with diverse levels of experience in using mobile technology. METHODS The qualitative Three-Step Test-Interview method, including both think-aloud and retrospective probing techniques, was used to gain insight into the usability of the DTTSQ. A total of 24 physical therapy patients were included. The interview data were analyzed using a thematic content analysis approach aimed at analyzing the accuracy and completeness with which participants completed the questionnaire (effectiveness), the time it took the participants to complete the questionnaire (efficiency), and the extent to which the participants were satisfied with the ease of use of the questionnaire (satisfaction). The problems encountered by the participants in this study were given a severity rating that was used to provide a rough estimate of the need for additional usability efforts. RESULTS All participants within this study were very satisfied with the ease of use of the DTTSQ. Overall, 9 participants stated that the usability of the app exceeded their expectations. The group of 4 average-/high-experienced participants encountered only 1 problem in total, whereas the 11 little-experienced participants encountered an average of 2 problems per person and the 9 inexperienced participants an average of 3 problems per person. A total of 13 different kind of problems were found during this study. Of these problems, 4 need to be addressed before the DTTSQ will be released because they have the potential to negatively influence future usage of the tool. The other 9 problems were less likely to influence future usage of the tool substantially. CONCLUSIONS The usability of the DTTSQ needs to be improved before it can be released. No problems were found with satisfaction or efficiency during the usability test. The effectiveness needs to be improved by (1) making it easier to navigate through screens without the possibility of accidentally skipping one, (2) enabling the possibility to insert an answer by tapping on the text underneath a photograph instead of just touching the photograph itself, and (3) making it easier to correct wrong answers. This study shows the importance of including less skilled participants in a usability study when striving for inclusive design and the importance of measuring not just satisfaction but also efficiency and effectiveness during such studies.


2012 ◽  
Vol 6 (1-2) ◽  
pp. 133-147 ◽  
Author(s):  
Krystyna K. Matusiak

This paper provides an overview of a case study research that investigated the use of Digital Library (DL) resources in two undergraduate classes and explored faculty and students' perceptions of educational digital libraries. This study found that students and faculty use academic DLs primarily for textual resources, but turn to the open Web for visual and multimedia resources. The study participants did not perceive academic libraries as a useful source of digital images and used search engines when searching for visual resources. The limited use of digital library resources for teaching and learning is associated with perceptions of usefulness and ease of use, especially if considered in a broader information landscape, in conjunction with other library information systems, and in the context of Web resources. The limited use of digital libraries is related to the following perceptions: 1) Library systems are not viewed as user-friendly, which in turn discourages potential users from trying DLs provided by academic libraries; 2) Academic libraries are perceived as places of primarily textual resources; perceptions of usefulness, especially in regard to relevance of content, coverage, and currency, seem to have a negative effect on user intention to use DLs, especially when searching for visual materials.


2020 ◽  
Vol 17 (2) ◽  
Author(s):  
Hendra Prasetya ◽  
Scenda Erka Putra

The problem examined in this study is whether the perceived ease of use, perceived benefits and perceived risk partially have asignificant effect on the interest in using electronic money in Surabaya. This study aims to determine the significance of the effect of perceived ease to use, perceived benefits and perceived risk of interest in using electronic money in Surabaya. There are three independent variable studied, namely perceived ease to use, perceived benefits and perceived risk. The dependent variable is interest in using. The population is people in Surabaya who know electronic money. Determination of the sample using purposive sampling with criteria at minimal 18 year old and using electronic money. The number sample processed was 94 samples. The analysis technique uses multiple linear regression analysis. The hypothesis testing using t test. The result is that perceived ease of use and perceived benefits partially have a significant positive effect and risk perception has a significant negative effect on interest in using electronic money in Surabaya. The implication is that electronic money issuers should continue to innovate electronic money by increasing or adding service features found in application on smartphones and making their operation easier and opening more places to fill electronic money. Public understanding of electronic money needs to be improved again.


2021 ◽  
Vol 9 (1) ◽  
pp. 75-84
Author(s):  
Hana Zahra Salsabila

This study aims to determine the effect of perceived risk, benefit and ease of use on purchasing decisions. This study uses four variables, namely risk, benefit and ease of use as independent variables, and purchasing decisions as the dependent variable. The population in this study were active students of the economics faculty at the Sarjanawiyata Tamansiswa Yogyakarta University who used the Shopee application, who were then sampled as many as 120 respondents. The sampling method using purposive sampling with data collection using a questionnaire. The results showed that the risks, benefits and ease of use simultaneously had a significant effect on online purchasing decisions at Shopee, risk had a significant negative effect on online purchasing decisions at Shopee, benefits had a significant negative effect on online purchasing decisions at Shopee, ease of use has a significant effect on online purchasing decisions at Shopee.


Author(s):  
Lorena Clara Mihăeş ◽  
Anda Dimitriu

The chapter deals with the potential of smartphones for the ESP class, which is currently taught within a communicative framework at the University of Bucharest. The study begins from a survey conducted among non-philological students, with a view to assessing their opinion on the acceptance of MALL. As the findings confirmed, the instructors' general observation that students would welcome a mobile-integrated course. The first part of this chapter exemplifies how the smartphone can enhance both productive and receptive skills. It provides within concrete scenarios various recommendations of specific applications, methods, or videos to be incorporated in the class, as well as the advantages such enterprises may bring. The last part establishes some general directions for using the smartphone to improve individual types of skills. The chapter concludes that, while receptive skills mainly benefit from mobile technology in terms of efficiency and ease of use, productive skills allow deeper changes in the pedagogical paradigm, thus offering fertile ground for MALL.


2016 ◽  
pp. 1168-1182
Author(s):  
Jean-Eric Pelet ◽  
Panagiota Papadopoulou

Consumer behavior in the omnipresent mobile environment constitutes a challenge for m-commerce vendors, as they seek to understand factors that affect it, positively and negatively, and to integrate social media in their mobile strategy. This paper presents an exploratory qualitative study about the use of smartphones and social media, in the context of m-commerce. The authors' objective is to facilitate the understanding of consumers' perceptions and behavior in m-commerce and social media and explore the potential of social media for m-commerce purposes. The results of their qualitative analysis show that reputation, design aspects, such as ease of use, as well as privacy and security are important factors for m-commerce and social media adoption and use. Their qualitative results also reveal factors having a negative effect to m-commerce. Business opportunities enabled by social media for m-commerce and how these can be leveraged in this promising mobile context are also discussed.


2015 ◽  
pp. 2068-2076
Author(s):  
James R. Stachowiak

Computer-based Assistive Technology (AT) has had a powerful effect on people with disabilities in the areas of reading, writing, communicating, and accessing information. One of the roadblocks for use has always been the expense of AT. Advancements in computing and mobile technology, however, are making some technology more readily available, accessible, and cost effective for people with disabilities. Computer operating systems, for example, now contain features to magnify screens for reading and in the entering of text. The mobile movement of smartphones, e-readers, and tablets has also been changing the way people with disabilities access information. The capabilities of these devices combined with the immediate availability, affordability, and ease of use, has been making the world more accessible for people with disabilities, and with mobile devices increasingly becoming a necessity for most, this trend is anticipated to only continue.


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