cooperative evaluation
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Author(s):  
Michael D Harrison ◽  
Paolo Masci ◽  
José Creissac Campos

Abstract This paper explores the role of formal methods as part of the user-centred design of interactive systems. An iterative process is described, developing prototypes incrementally, proving user-centred requirements while at the same time evaluating the prototypes that are executable forms of the developed models using ‘traditional’ techniques for user evaluation. A formal analysis complements user evaluations. This approach enriches user-centred design that typically focuses understanding on context and producing sketch designs. These sketches are often non-functional (e.g. paper) prototypes. They provide a means of exploring candidate design possibilities using techniques such as cooperative evaluation. This paper describes a further step in the process using formal analysis techniques. The use of formal methods provides a systematic approach to checking plausibility and consistency during early design stages, while at the same time enabling the generation of executable prototypes. The technique is illustrated through an example based on a pill dispenser.


2021 ◽  
Vol 19 (1) ◽  
pp. 1
Author(s):  
Aldy A Kulakat ◽  
Ema Utami ◽  
Ferry Wahyu Wibowo

Website is a collection of online documents containing Web pages that are moored in a domain as a unique name. It can be accessed via the Internet so that existing information can be displayed and accessed by Web visitors. Web visitors tends to need websites with user interface which is easy to use, to interact (usability), or communicate in sharing information. There are basically some benchmarks that can be used to measure website usability, including (1) Learnability, easiness to learn; (2) Efficiency, user speed level; (3) memorability, easiness to remember; (4) Error and safety, low fault rate; and (6) Satisfaction, satisfied user. Moreover, there are several methods of evaluation of the website in this research, such as: (1) Thinking Aloud Method, (2) User Perfomance test, (3) Remote Usability Test, (4) Cooperative Evaluation, (5) Expert Review, (6) Heuristic Evaluation, (7) Cognitive Walkthrough, (8) Plurastic Walkthrough, (9) Field Observation, and (10) Interview and Focus group.   In addition, the selection of a questionnaire or sampling deployment method and designing interface method may also affect the outcome of the evaluation of the website.


2020 ◽  
Vol 6 (1) ◽  
pp. 27 ◽  
Author(s):  
Sewindu Putro ◽  
Kusrini Kusrini ◽  
Mei Parwanto Kurniawan

Lapor Bantul adalah sebuah aplikasi yang dibuat oleh Pemerintah Kabupaten Bantul yang berfungsi untuk menangani segala permasalahan dan keluhan-keluhan di sekitar kabupaten Bantul. Berdasarkan seluruh data review dan rating dari pengguna Lapor Bantul yang sudah di dikumpulkan dan kemudian diklasifikasikan antara review positif dan negatif, mayoritas review yang diberikan pengguna berisi ungkapan kekecewaan dan keluhan terhadap aplikasi tersebut. Dalam penelitian ini metode yang akan digunakan adalah User Experience Questionnaire (UEQ) dengan menggunakan 6 skala pengukuran pengalaman pengguna dan metode evaluasi kooperatif untuk menentukan masalah yang dihadapi oleh pengguna saat menggunakan aplikasi Lapor Bantul. Tujuan evaluasi ini adalah mengukur pengalaman pengguna dan hasil rekomendasi user experience yang digunakan untuk membangun prototipe. Hasil pengukuran pengalaman pengguna aplikasi Lapor Bantul mengalami peningkatan dalam setiap skala kuesioner pengalaman pengguna, termasuk daya tarik dengan peningkatan 0,89, perspektif 1,23, efisiensi 0,63, keandalan 0,81, stimulasi 0,74 dan kebaruan 0,78. Kemudian, di benchmark UEQ perbandingan desain sebelum dievaluasi dan sesudah dievluasi juga mengalami peningkatan pengalaman pengguna, yang sebelumnya kategorikan dalam kategori below average (di bawah rata-rata) menjadi good (baik). Kata Kunci — Lapor Bantul, User Experience, User Interface, UEQ, Cooperative Evaluation Lapor Bantul is an application made by the district government of Bantul which functions to handle all problems and complaints around Bantul district. Based on all the reviewand rating data from Lapor Bantul users that has been collected and then classified between positive and negative reviews, the majority of reviews given by users contain expressions of disappointment and complaints about the application. In this study the method to be used is User Experience Questionnaire (UEQ) using 6 scales of user experience measurement and cooperative evaluation methods to determine the problems faced by users when using the application to Lapor Bantul. The purpose of this evaluation is to measure user experience and the user experience recommendations used to build prototypes. The results of measuring user experience in the Lapor Bantul experienced an increase in each scale of the user experience questionnaire, including attraction with an increase of 0.89, perspective 1.23, efficiency 0.63, reliability 0.81, stimulation 0.74 and novelty 0.78. Then, in the UEQ benchmark the comparison of designs before being evaluated and after being evaluated also experienced an increase in user experience, which previously categorized the below average category to be good. Keywords — Lapor Bantul, User Experience, User Interface, UEQ, Cooperative Evaluation


2019 ◽  
Vol 2 (1) ◽  
pp. e12-18
Author(s):  
FAISAL ADLI TAJUL ANUAR ◽  
CHEE SIONG TEH

In this modern era, accidents could occur anywhere any time before prevention can be made. Life insurance could help lend a sum of money to reimburse the medical fees. But not everyone has life insurance, some people think that life insurance is a waste of money where they think people should save money at an early age and only pay when there is actual accident occur. This occurs in young adults too. Some young adults do not know the knowledge of life insurance. Therefore, this study is conducted to help young adults understand and provide the awareness of the importance of life insurance by creating a mobile application on Android Operating System using Android Studio. This system was created based on waterfall system development life cycle and evaluated using cooperative evaluation method. The mobile application can display and provide the knowledge of life insurance and calculate the suggested life insurance plan for the user. Five participants were randomly selected for cooperative evaluation. They are young adults age between 20 to 25 years old and have their own income. Out of those five participants, two of them like the mobile application while the other three participants suggested several improvements on the developed mobile application.


2019 ◽  
Vol 18 (01) ◽  
pp. A02 ◽  
Author(s):  
Artemis Skarlatidou ◽  
Alexandra Hamilton ◽  
Michalis Vitos ◽  
Muki Haklay

Although hundreds of citizen science applications exist, there is lack of detailed analysis of volunteers' needs and requirements, common usability mistakes and the kinds of user experiences that citizen science applications generate. Due to the limited number of studies that reflect on these issues, it is not always possible to develop interactions that are beneficial and enjoyable. In this paper we perform a systematic literature review to identify relevant articles which discuss user issues in environmental digital citizen science and we develop a set of design guidelines, which we evaluate using cooperative evaluation. The proposed research can assist scientists and practitioners with the design and development of easy to use citizen science applications and sets the basis to inform future Human-Computer Interaction research in the context of citizen science.


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