scholarly journals Usability Analysis of an Educational Data Mining Framework

2021 ◽  
Vol 6 (3) ◽  
pp. 31-38
Author(s):  
Vitória Maria Pena Mendes ◽  
Raniel Gomes Silva ◽  
Alexandre Magno Andrade Maciel

This paper presents a usability analysis of an educational data mining framework called FMDEV. The overall goal is to understand how this framework can provide a better usability to users that do not have a prior knowledge of Data science. Through a heuristic evaluation, usability problems were revealed, and usability tests confirmed these problems were affecting the user’s journey while interacting with the system. The results of this analysis indicates that it is possible to achieve an approximation between data mining tools and non-technical professionals when their behavior as real users are taken into account in the system development process.

Author(s):  
Daniel Smith ◽  
Jasmine Granados ◽  
Joel Suss

Heuristic evaluation is a useful tool for non-usability experts to evaluate their product for usability and produce lists of guidelines for product designers to avoid usability problems early in the development process. However, Nielsen’s 10 original us ability heuristics (Nielsen, 1990) only showed to help users find slightly over 50% of the usability problems found by experts. This highlights the need for domain-specific heuristic lists. An example of one of these domain-specific lists is VR PLAY (Desurvire & Kreminski, 2018), a heuristic list to help virtual-reality game developers evaluate their games and adhere to usability principles. The current research evaluated Elder Scrolls: Skyrim VR for usability problems that were then categorized using VR PLAY. Results showed some missing usability principles in VR PLAY, including guidelines for control design, user interface elements, and navigation. This study proposes changes to VR PLAY to include the principles.


2019 ◽  
Vol 10 (1) ◽  
pp. 90 ◽  
Author(s):  
Maria Tsiakmaki ◽  
Georgios Kostopoulos ◽  
Sotiris Kotsiantis ◽  
Omiros Ragos

Educational Data Mining (EDM) has emerged over the last two decades, concerning with the development and implementation of data mining methods in order to facilitate the analysis of vast amounts of data originating from a wide variety of educational contexts. Predicting students’ progression and learning outcomes, such as dropout, performance and course grades, is regarded among the most important tasks of the EDM field. Therefore, applying appropriate machine learning algorithms for building accurate predictive models is of outmost importance for both educators and data scientists. Considering the high-dimensional input space and the complexity of machine learning algorithms, the process of building accurate and robust learning models requires advanced data science skills, while is time-consuming and error-prone in most cases. In addition, choosing the proper method for a given problem formulation and configuring the optimal parameters’ values for a specific model is a demanding task, whilst it is often very difficult to understand and explain the produced results. In this context, the main purpose of the present study is to examine the potential use of advanced machine learning strategies on educational settings from the perspective of hyperparameter optimization. More specifically, we investigate the effectiveness of automated Machine Learning (autoML) for the task of predicting students’ learning outcomes based on their participation in online learning platforms. At the same time, we limit the search space to tree-based and rule-based models in order to achieving transparent and interpretable results. To this end, a plethora of experiments were carried out, revealing that autoML tools achieve consistently superior results. Hopefully our work will help nonexpert users (e.g., educators and instructors) in the field of EDM to conduct experiments with appropriate automated parameter configurations, thus achieving highly accurate and comprehensible results.


2021 ◽  
Vol 9 (19) ◽  
pp. 16-31
Author(s):  
Luis Abraham Tlapa García ◽  
Juana Elisa Escalante Vega ◽  
Lorena Alonso Ramírez

The following document presents the development process of an interactive mobile application, as a support strategy for the teaching - learning process in the area of mathematics, for students of the Educational Experience (EE), Fundamentals of Mathematics at the Faculty of Statistics and Informatics. Using User Centered Design (UCD), which proposes to put the client at the center of research and design, to obtain an application that achieves a user experience (UX), satisfactory, when interacting with the application, allowing greater speed in the completion of tasks, which is simple to learn and intuitive, this to increase its pleasure and ease of use for the beneficiary, obtaining these results with usability tests to the application. All this because currently many applications are known as support in the area of mathematics, which have usability problems obtaining a bad UX. This work follows a user-centered methodology to create usable applications and a good UX for university students in the area of mathematics.


Respati ◽  
2017 ◽  
Vol 12 (3) ◽  
Author(s):  
Mulia Sulistiyono

INTISASIUsability sebagai ukuran kualitas pengalaman pengguna seringkali dikatakan sebagai suatu nilai penerimaan (acceptance) seseorang terhadap suatu produk ketika berinteraksi dengan sebuah antarmuka. Termasuk situs web, aplikasi perangkat lunak, teknologi bergerak, maupun peralatan-peralatan lain yang dioperasikan oleh pengguna. Kata usability mengacu pada sebuah metode yang digunakan untuk meningkatkan kemudahan penggunaan selama proses desain. Sistem Informasi Pelaporan Kerusakan Laboratorium (SIPKL) berfungsi memberikan segala bentuk informasi kerusakan yang terjadi didalam laboratorium. SIPKL merupakan sistem yang baru digunakan mulai semester genap tahun 2014, banyak sekali tanggapan dari para penggunanya yang terdiri dari : asisten praktikum, dosen praktikum, student staff/teknisi lab, serta laboran sehingga perlu ada evaluasi secara detail untuk mengetahui seberapa mudah website SIPKL digunakan salah satunya dengan analisa usability. Banyak metode yang dapat digunakan untuk mengidentifikasi masalah usability terutama dari sisi interface web. Dalam penelitian ini untuk mengukur aspek usability pada SIPKL dengan metode User Testing by Expert dan Heuristic Evaluation. Semua Atribut yang diteliti dengan evaluasi heuristic menunjukkan bahwa kendali dan kebebasan pengguna (Terdapat tombol bantu saat error, nilai : 1,70)  Fitur Bantuan dan Dokumentasi (terdapat menu help, nilai : 1,50), serta  Fleksibilitas dan Efisiensi (tata letak menu yang familiar, nilai : 2,10) memiliki masalah usability dengan tingkat kepuasan yang rendah dibanding atribut yang lain. sedangkan hasil user testing by expert memberikan rekomendasi pengembangan fungsional konten, stimulus bagi pengguna agar lebih mudah menggunakan website SIPKL..Kata kunci: Usability, Website Interface, Sistem Informasi, Usability Testing, Evaluasi Heuristik ABSTRACTUsability as a measure of the quality of the user experience is often said to be a person's acceptance of a product when interacting with an interface. Includes websites, software applications, mobile technologies, and other equipment operated by the user. The usability word refers to a method used to improve ease of use during the design process. . Sistem Informasi Pelaporan Kerusakan Laboratorium (SIPKL) serves to provide all forms of damage information that occurs in the laboratory. SIPKL is a newly used system from the first semester of 2014, a lot of responses from its users consisting of: lab assistant, practicum lecturer, student staff / lab technician, and laboran so there needs to be detailed evaluation to find out how easy SIPKL website used wrong only with usability analysis. Many methods can be used to identify usability problems especially from the web interface side. In this study to measure aspects of usability on SIPKL with User Testing by Expert method and Heuristic Evaluation. All Attributes studied with a heuristic evaluation show that control and freedom of the user (There are auxiliary buttons when error, value: 1.70) Help and Documentation Feature (there is a help menu, value: 1.50), and Flexibility and Efficiency (menu layout which is familiar, value: 2.10) has usability problems with a lower satisfaction level than other attributes., whereas the result of user testing by expert gives recommendations for the development of functional content, the stimulus for the user to make it easier to use the SIPKL website.Keywords :Usability, Website Interface, Information System, Usability Testing, Heuristik Evaluation 


2010 ◽  
Vol 54 (1) ◽  
pp. 29-38 ◽  
Author(s):  
Kai Kaspar ◽  
Kai-Christoph Hamborg ◽  
Timo Sackmann ◽  
Julia Hesselmann

Die vorliegende Fallstudie befasste sich mit der Effektivität von Usability-Tests als Methodik für die Gestaltung gebrauchstauglicher Software. Ein Online-Bookshop wurde zu zwei Zeitpunkten in einem Entwicklungszyklus mithilfe eines Usability-Tests evaluiert. Aus den im ersten Usability-Test identifizierten Usability-Problemen wurden Gestaltungskonsequenzen abgeleitet und umgesetzt. Die so überarbeitete zweite Version des Bookshops wurde einem weiteren Usability-Test unterzogen, in dem wiederum Usability-Probleme erhoben wurden. Die ausgewertete Stichprobe von 22 studentischen Versuchspersonen unterteilte sich in 11 Novizen und 11 Experten, 10 Probanden waren männlichen und 12 weiblichen Geschlechts. Von diesen 22 Probanden nahmen jeweils 11 an einem der beiden Usability-Tests teil, in denen die gleichen drei aufeinander aufbauenden Testaufgaben bearbeitet wurden. Die Befunde zeigen wie angenommen, dass sich die Quantität der erkannten Usability-Probleme vom ersten zum zweiten Usability-Test verringerte. Entgegen der Erwartung wurde jedoch keine Veränderung der Bedeutsamkeit der erhobenen Usability-Probleme verzeichnet. Entsprechend der Untersuchungsannahmen zeigt sich weiterhin ein Effekt der Kombination von Evaluation und Gestaltung auf die subjektive Bewertung von Gefallensaspekten und der ergonomischen Qualität des Bookshops durch die Nutzer. Zudem stellt sich die Expertise der Nutzer als relevanter Faktor für die Häufigkeit explizit geäußerter Kritik am Produkt dar. Konsequenzen für die Praxis und weitere Forschung im Bereich des Usability-Engineerings sowie die Notwendigkeit einer psychologisch begründeten Definition des Konstrukts des Usability-Problems werden diskutiert.


2019 ◽  
Vol 7 (2) ◽  
pp. 83-90
Author(s):  
Balwinder Kaur ◽  
Anu Gupta ◽  
R.K.Singla .

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