scholarly journals A guide to improving the e-commerce user interface design

2005 ◽  
Author(s):  
◽  
Alveen Singh

This study examines the efficiency, ease of use and ease of understanding of user interface designs implemented in current e-commerce websites. Four South African based e-commerce websites formed the test cases of this study. Selection of the test cases was based on the results and conclusions of previous surveys conducted by an independent research institution. The outcome of that survey identified the most popular e-commerce websites among South African internet users.

1992 ◽  
Vol 36 (4) ◽  
pp. 428-432 ◽  
Author(s):  
Jeffrey A. Fox

Designing a User-System Interface (USI) is a complex task that has been approached in many ways. One approach has been to use USI design guidelines to help improve the quality and consistency of USIs. To be effective, a general set of guidelines must be tailored to a specific application. This study investigated the effects of using a hypertext design aid (DRUID, Dynamic Rules for User Interface Design) for the selection of USI guidelines by both experienced and novice guideline users. Results indicate that, in general, the participants performed their tasks as well with DRUID as with the book. However, the participants accessed the material differently for each medium and they selected more guidelines that were relevant when using the paper book. Subjectively, the software was preferred because it provided assistance in the selection process and provided additional time-saving design aids not available in the book.


Author(s):  
Rijois Saragih ◽  
◽  
Risda Pangaribuan ◽  
Tiurma Naomi ◽  
Gorbyno Sitepu ◽  
...  

Over time, waste production increases every day. This is due to the increasing number of products, population and consumption patterns of people. In addition, the lack of public awareness of waste disposal can lead to severe pollution. For example in the city of Medan, which produces 2,000 tons of garbage every day. Medan is a city that is affected by the lack of good waste management. In order to overcome the increase in waste generation, waste generation from the source must be reduced through waste management. The presence of Android can facilitate everyday activities such as the Trash Care application, which can help fight waste. This research focuses on designing the user interface (UI) and user experience design (UX) of the Trash Care application based on ease of use, efficiency, and ease of use for the user. In this study, the process and the data acquisition methods of the trash care application are explained using the documentation using the UCD method. The results of this study are in the form of an application interface design that is tailored to the needs of users. The user interface design for mobile applications is expected to increase user interest in waste disposal and public knowledge of the distinction between organic and inorganic waste.


Author(s):  
Seza Soyluçiçek

The aim of this study is to define the correct usage of the connection between the typographic elements in digital games and the form and content of game concept. In this work, the points to take into consideration while utilizing this connection correctly and the effective usage of typographic elements with game graphics will be scrutinized. Along with the character, object and environment design that is composed of the story and concept design which underlies the game design, the selection of the typeface in games is also one of the points to be considered. The typographic elements are substantial design elements of a game design along with the character, environment and level design. The typographic elements of a game are helpful to enable the connection between the user and the game and to direct the user in the game. In this sense, from the game's opening scene, the selection of typefaces that are used in logos, menus, and directions increases in importance. Moreover, in both visual and technical manners the usage of typography in games brings different approaches compared to the ones used in the printed media. To illuminate these topics, successful game examples will be analyzed. The selection of typefaces used in the examples will be looked at from the point of subject, concept and audience and the principles of the correct usage of typography will be mentioned. Along with these, the rareness of the resources about the usage of typography in game design raises the importance of this work.Keywords: Game design, typography, type face, user interface design.


Author(s):  
Francis Brouns ◽  
Hubert Vogten ◽  
José Janssen ◽  
Anton Finders

Nowadays, informal learning is very much part of everyone's life, even when individuals are not aware that they engage in informal learning. Therefore it is vital that individuals and organisations become aware of the value of informal learning. Not only that, but individuals need to take control of their informal learning and make it known to others. This article illustrates how e-portfolios, as a store of learning activities and resulting products, can support reflection on the learning process by allowing learners to monitor their learning behaviour. Findings indicate that ease of use is crucial. User interface design should accommodate the needs of the learner to promote uptake of the tool. The e-portfolio has to be an integral part of the learner's working and learning processes, and assist the learner by tracking and presenting his learning activities for easy inclusion into the e-portfolio.


Author(s):  
Ali Abdul Jabbar Ibnurozi ◽  
Rusmala Santi ◽  
Catur Eri Gunawan

The Central Statistics Agency of South Sumatra Province has an official website that provides information about the census. This BPS website can be accessed by users who want to find data about the census. However, this site still has several problems, both in terms of interface appearance and ease of use. This research aims to measure the ease of use of the website of the Central Statistics Agency of South Sumatra Province by conducting a usability test using the Webuse method. This study used a sample of 96 respondents using the Lameshow formula. The data collection method used is by distributing questionnaires both offline and online. The results of this study indicate that each variable has a good usability level. With the content, organization, and readability variables having a value of 0.76, the navigation and links variable having a value of 0.75, the user interface design variable having a value of 0.76, and the performance and effectiveness variable having a value of 0.77. So it can be concluded that the website of the Central Statistics Agency of South Sumatra has a good level of usability according to the results of the study, which obtained data from 96 different respondents as the sample


Author(s):  
Vincent Cho ◽  
Humphry Hung

In models to study technology acceptance, the empirically validated path from perceived ease of use (PEOU) to perceived usefulness (PU) is usually rationalized by the argument that the less effort it is required to use a technology, the more useful the technology is. This argument is rather generic to fully account for the relationship between PEOU and PU. In this study we examine the effects of the common antecedents of PEOU and PU on their relationship. We first extensively reviewed the literature to identify the common antecedents of PEOU and PU. We then conducted a survey of users’ acceptance of some common e-learning forums such as ICQ, WebCT, and MSN. Based on variance analysis we found that user-interface design (UID) explains 43% of the relationship between PEOU and PU, and that learners consider UID very important in deciding whether to accept an e-learning forum for their learning and communication. This chapter contributes to research by identifying the factors that account for the relationship between PEOU and PU, and provides e-learning developers with managerial insights on how to leverage UID for business success.


2021 ◽  
Vol 6 (1) ◽  
pp. 11-22
Author(s):  
Rahma Rina Wijayanti ◽  
Oryza Ardiarisca ◽  
Rediyanto Putra

Mobile Payment (M-Payment) is currently widely used in Indonesia to make payment transactions online. This is because the number of internet users in Indonesia is getting bigger. This article aims to test the level of satisfaction of users of m-payment applications in Indonesia. This study uses primary data in the form of a questionnaire distributed to respondents. The selection of respondents was carried out using the method accidental sampling. Analysis of the research data was carried out using the Fishbein, IPA, and CSI methods. The attributes used to measure the level of satisfaction of m-payment users are attractiveness, ease of use, efficiency, security, stimulation, usefulness. The results of this study indicate that the m-payment application users are very satisfied with the performance of the m-payment application used. The results also show that there are 2 (two) attributes that have good performance in the view of m-payment application users, namely efficiency and ease of use which, according to user ratings, have performance that exceeds user expectations. The users consider that the usefulness of m-payment application used still has a performance below expectations. Thus, the provider of the m-payment application is supposed to improve the quality of the existing m-payment application.


2016 ◽  
Vol 33 (1) ◽  
pp. 45-69
Author(s):  
Stephanus Muller

Stephanus Le Roux Marais (1896−1979) lived in Graaff-Reinet, South Africa, for nearly a quarter of a century. He taught music at the local secondary school, composed most of his extended output of Afrikaans art songs, and painted a number of small landscapes in the garden of his small house, nestled in the bend of the Sunday’s River. Marais’s music earned him a position of cultural significance in the decades of Afrikaner dominance of South Africa. His best-known songs (“Heimwee,” “Kom dans, Klaradyn,” and “Oktobermaand”) earned him the local appellation of “the Afrikaans Schubert” and were famously sung all over the world by the soprano Mimi Coertse. The role his ouevre played in the construction of a so-called European culture in Africa is uncontested. Yet surprisingly little attention has been paid to the rich evocations of landscape encountered in Marais’s work. Contextualized by a selection of Marais’s paintings, this article glosses the index of landscape in this body of cultural production. The prevalence of landscape in Marais’s work and the range of its expression contribute novel perspectives to understanding colonial constructions of the twentieth-century South African landscape. Like the vast, empty, and ancient landscape of the Karoo, where Marais lived during the last decades of his life, his music assumes specificity not through efforts to prioritize individual expression, but through the distinct absence of such efforts. Listening for landscape in Marais’s songs, one encounters the embrace of generic musical conventions as a condition for the construction of a particular national identity. Colonial white landscape, Marais’s work seems to suggest, is deprived of a compelling musical aesthetic by its very embrace and desired possession of that landscape.


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