Usability Testing of an Interactive Online Movie Download Service

2013 ◽  
Vol 5 (4) ◽  
pp. 48-71
Author(s):  
Ashok Darisipudi ◽  
Sushil K. Sharma ◽  
Jeff Zhang ◽  
Tom Harris ◽  
Sheila Smith

The Human-Computer Interaction (HCI) is gaining momentum as more and more people increasingly are using technology tools and devises for their daily activities. Users expect highly effective and easy-to-learn interfaces and developers and designers now realize the crucial role the users' interface plays. HCI and System Usability design have greater significance in media use as the usability problems can adversely affect the large population of users depending on the overall usability of system design and the user interface design. This study is conducted to get rich and detailed feedback of users' personal experiences and usability of a new movie download software application and subscription service. This is achieved by a different approach of using eye-tracking methodology in conjunction with usability software for usability testing. Study gave rich information of quantitative data from eye-tracking and usability software for better analysis of the product.

2015 ◽  
Vol 3 ◽  
pp. 482-486 ◽  
Author(s):  
Terézia Kvasnicová ◽  
Iveta Kremeňová

Websites, nowadays, are used not only as a sales method and information tool, but also as a communication tool. Almost every company has a website. Universities and colleges understand their strength, too. In this article, we describe theory of usability of university website and one of the usability testing methods—eye tracking. We use eye tracking to assess the usability of University of Žilina website. We present and use different analysis: Scan Path and Focus map. We identify many usability problems whose removal will help to create new pages and, thus, increasing their effectiveness.


Author(s):  
Evelyn P. Rozanski ◽  
Keith S. Karn ◽  
Anne R. Haake ◽  
Anthony M. Vigliotti ◽  
Jeff B. Pelz

Identifying problems and generating recommendations for product user interface redesign are primary goals of usability testing. Typical methods seem inadequate for the deep understanding of usability problems needed for developing effective solutions. Sporadically over the past 50 years, usability teams have tracked user eye movements to achieve this deeper understanding, but high cost and complexity have prevented the widespread use of this technology. We investigated whether simplified eye tracking techniques, in combination with traditional usability testing methods, could enhance problem discovery and understanding. These techniques included: using a video-based eye tracking system, tracking only a few participants, and encoding gaze durations (not individual fixations) on only a few areas of interest. For each of three interface versions, we studied twelve participants with traditional usability testing techniques and eye tracked just two. Eye tracking yielded discovery of additional usability problems and detailed characterizations which led to more focused and appropriate solutions.


2015 ◽  
Vol 1 (6) ◽  
pp. 276
Author(s):  
Maria Rashid ◽  
Wardah Mehmood ◽  
Aliya Ashraf

Eye movement tracking is a method that is now-a-days used for checking the usability problems in the contexts of Human Computer Interaction (HCI). Firstly we present eye tracking technology and key elements.We tend to evaluate the behavior of the use when they are using the interace of eye gaze. Used different techniques i.e. electro-oculography, infrared oculography, video oculography, image process techniques, scrolling techniques, different models, probable approaches i.e. shape based approach, appearance based methods, 2D and 3D models based approach and different software algorithms for pupil detection etc. We have tried to compare the surveys based on their geometric properties and reportable accuracies and eventually we conclude this study by giving some prediction regarding future eye-gaze. We point out some techniques by using various eyes properties comprising nature, appearance and gesture or some combination for eye tracking and detection. Result displays eye-gaze technique is faster and better approach for selection than a mouse selection. Rate of error for all the matters determines that there have been no errors once choosing from main menus with eye mark and with mouse. But there have been a chance of errors when once choosing from sub menus in case of eye mark. So, maintain head constantly in front of eye gaze monitor.


2020 ◽  
Vol 20 (1) ◽  
Author(s):  
Vincent Vandewalle ◽  
Alexandre Caron ◽  
Coralie Delettrez ◽  
Renaud Périchon ◽  
Sylvia Pelayo ◽  
...  

Abstract Background Usability testing of medical devices are mandatory for market access. The testings’ goal is to identify usability problems that could cause harm to the user or limit the device’s effectiveness. In practice, human factor engineers study participants under actual conditions of use and list the problems encountered. This results in a binary discovery matrix in which each row corresponds to a participant, and each column corresponds to a usability problem. One of the main challenges in usability testing is estimating the total number of problems, in order to assess the completeness of the discovery process. Today’s margin-based methods fit the column sums to a binomial model of problem detection. However, the discovery matrix actually observed is truncated because of undiscovered problems, which corresponds to fitting the marginal sums without the zeros. Margin-based methods fail to overcome the bias related to truncation of the matrix. The objective of the present study was to develop and test a matrix-based method for estimating the total number of usability problems. Methods The matrix-based model was based on the full discovery matrix (including unobserved columns) and not solely on a summary of the data (e.g. the margins). This model also circumvents a drawback of margin-based methods by simultaneously estimating the model’s parameters and the total number of problems. Furthermore, the matrix-based method takes account of a heterogeneous probability of detection, which reflects a real-life setting. As suggested in the usability literature, we assumed that the probability of detection had a logit-normal distribution. Results We assessed the matrix-based method’s performance in a range of settings reflecting real-life usability testing and with heterogeneous probabilities of problem detection. In our simulations, the matrix-based method improved the estimation of the number of problems (in terms of bias, consistency, and coverage probability) in a wide range of settings. We also applied our method to five real datasets from usability testing. Conclusions Estimation models (and particularly matrix-based models) are of value in estimating and monitoring the detection process during usability testing. Matrix-based models have a solid mathematical grounding and, with a view to facilitating the decision-making process for both regulators and device manufacturers, should be incorporated into current standards.


2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Nuraini Hidayah Sulaiman ◽  
Masitah Ghazali

Guidelines for designing and developing a learning prototype that are compatible with the limited capabilities of children with Cerebral Palsy (CP) are established in the form of a model, known as Learning Software User Interface Design Model (LSUIDM), to ensure children with CP are able to grasp the concepts of a learning software application prototype. In this paper, the LSUIDM is applied in developing a learning software application for children with CP. We present a user study on evaluating a children education game for CP children at Pemulihan dalam Komuniti in Johor Bahru. The findings from the user study shows that the game, which was built, based on the LSUIDM can be applied in the learning process for children with CP and most notably, the children are engaged and excited using the software. This paper highlights the lessons learned from the user study, which should be significant especially in improving the application. The results of the study show that the application is proven to be interactive, useful and efficient as the users used it.


Author(s):  
Muhammad Nazrul Islam ◽  
Franck Tétard

User interfaces of computer applications encompass a number of objects such as navigation links, buttons, icons, and thumbnails. In this chapter, these are called interface signs. The content and functions of a computer application are generally directed by interface signs to provide the system’s logic to the end users. The interface signs of a usable application need to be intuitive to end users and therefore a necessary part of usability evaluation. Assessing sign intuitiveness can be achieved through a semiotic analysis. This study demonstrates how a semiotic assessment of interface signs’ intuitiveness yielded a number of benefits. For instance, (i) it provides an overall idea of interface signs’ intuitiveness to the end users to interpret the meaning of interface signs, (ii) it assists in finding usability problems and also in (iii) recommending possible solutions, (iv) provides background for introducing guidelines to design user-intuitive interface signs, (v) helps in constructing heuristic checklist from semiotics perspective to evaluate an application, (vi) no additional resource and extra budget are needed. This study also presents a list of methodological guidelines to obtain the perceived benefits of integrating semiotic perception in usability testing for practitioners.


Author(s):  
William J. Gibbs ◽  
Joseph E. McKendrick

News providers today offer interactive sources that engage people, enable them to build community, and to participate in the news. At the same time, the digital interfaces through which people access the news are continuingly evolving, diverse, and oftentimes visually complex. How these factors shape human information seeking in news-oriented virtual communities is a relatively new area of study and therefore greater understanding of their influence on human behavior is of much practical value. In this chapter, the authors explore trends and developments in news-oriented virtual communities. They review several data collection and analysis techniques such as content analysis, usability testing and eye-tracking and propose that these techniques and associated tools can aid the study of news communities. They examine the implications these techniques have for better understanding human behavior in virtual communities as well as for improving the design of these environments.


2019 ◽  
Vol 31 (6) ◽  
pp. 525-538
Author(s):  
Rebekka Hoffmann ◽  
Anna Helga Jónsdóttir ◽  
Ebba Thora Hvannberg

Abstract Usability testing can involve multiple users and evaluators. In such cases, consolidating usability problems (UPs) constitutes an essential part of data analysis. In a between-subjects design, this study aims to re-examine a previous study by comparing the results of novice evaluators merging UPs individually vs. collaboratively and to assess the quality of the final UP lists, by computing the merging rate and the accuracy rate, respectively. Law and Hvannberg compared the results of evaluators merging UPs individually vs. collaboratively in a within-subjects design, revealing a tendency towards merging UPs in collaborative settings. In the present study, 45 novice evaluators consolidated four UP lists into a single UP master list while working alone or with a partner. The results showed no significant difference between evaluators in the two settings, suggesting that the UP consolidation process does not benefit from positive group decision effects.


Author(s):  
Alan Woolrych ◽  
Mark Hindmarch

Usability inspection method (UIM) is the term used for a variety of analytical methods designed to “find” usability problems in an interface design. The basic principle involves analysts inspecting the interface against a set of pre-determined rules, standards or requirements. Analysts inspect the interface and predict potential usability problems based on breaches of these rules. None of the UIMs currently in use are capable of detecting all of the problems associated with an interface. After describing some of the UIMs in use, this article will look at the authors’ work on improving these methods by focusing on the resources analysts bring to an inspection.


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