Usability
Legal materials are widely available, online and offline. But are they actually read and understood? Empirical research shows that this is not always the case. Turning to lawyers does not necessarily help: legal advice may be too complex... more
Legal materials are widely available, online and offline. But are they actually read and understood? Empirical research shows that this is not always the case. Turning to lawyers does not necessarily help: legal advice may be too complex to be useful. If legal documents are ignored or misunderstood by those who are expected to read and act upon them, there is something seriously wrong. A profound change is required. After introducing research-based criteria of good documents, this paper illustrates, with case studies, how information design and visualization have been applied to improve legal documents: Wikimedia Foundation’s new, user-friendly trademark policy; a law firm’s award-winning advice letter template; and complex legal texts transformed into easy-to-use layered information. The results demonstrate how a fresh, innovative approach to design practices enables the production of better legal documents: legally sound, while easier for users to understand and act upon.
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In this paper, we would evaluate and study various operating systems and find icons which depict abstraction and ambiguity to communicate a process or a function through its representation. We would mention some origin stories of these... more
In this paper, we would evaluate and study various operating systems and find icons which depict abstraction and ambiguity to communicate a process or a function through its representation. We would mention some origin stories of these icons and share my views on its semiotic understanding with regards to its origin. These icons would be evaluated and would share my views on its interpretation of its abstract representation. In attempt to evaluate them, there can be some proposition for abstract icons different across operating systems to have a generalised icon representation and have a global acceptance towards it.
Keywords: abstraction, icon, operating systems, usability, user interface, communication design, semiotic, interpretation, share icon.
Keywords: abstraction, icon, operating systems, usability, user interface, communication design, semiotic, interpretation, share icon.
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The effect of user experience on user satisfaction metrics in using MYO armband (hand gesture navigation) to control interactive maps and various other applications is still in a research state. In general, usability can be measured in... more
The effect of user experience on user satisfaction metrics in using MYO armband (hand gesture navigation) to control interactive maps and various other applications is still in a research state. In general, usability can be measured in terms of effectiveness, efficiency and satisfaction based on the metrics-task completion, error counts, task times and satisfaction scores. In this paper, we considered only satisfaction metrics. A simple and widely used System Usability Scale (SUS) questionnaire model is implemented to suggest some guidelines about the use of MYO armband. Another questionnaire, with a focus on ergonomic issues related to the use of the device such as Social Acceptability, Ease of use and ease of learning, Comfort and Stress, attempted do discover characteristics of hand gesture navigation using MYO. The results of this study can be used in a way to support the development of interactive maps using hand gesture navigation.
Research Interests: Human Computer Interaction, Usability, Gesture Studies, Gesture, Human-Computer Interaction for Games, and 13 moreRobotics Navigation, Usability and user experience, Empirical Software Engineering, Gesture Recognition, Navigation, Human Motion Analysis, Myoelectric Control, Myocardial Revascularization, Empirical Study, User Study, Hand Gesture Recognition System, Psychology of Human Computer Interaction, and Human-Computer Interaction Using Hand Gesture
Younger people appear adept at creating accurate mental models of product interaction and acquiring new and relevant knowledge through experiential learning. This article highlights some of the differences in interaction and learning that... more
Younger people appear adept at creating accurate mental models of product interaction and acquiring new and relevant knowledge through experiential learning. This article highlights some of the differences in interaction and learning that occur according to age. This is achieved by revealing the existence of age-effects regarding prior experience and its effect upon interaction with a novel contemporary household product, chosen at random for its newness to market, and by investigating if young people, based on their experience of contemporary technology, are able to create more accurate mental models of engagement that facilitate superior interaction with novel products.
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Using results from an original survey instrument, this study examined student perceptions of how useful Google Apps for Education (GAFE) was in students' learning of core concepts in a first-year college composition course, how difficult... more
Using results from an original survey instrument, this study examined student perceptions of how useful Google Apps for Education (GAFE) was in students' learning of core concepts in a first-year college composition course, how difficult or easy it was for students to interact with GAFE, and how students ranked specific affordances of the technology in terms of its usability and usefulness. Students found GAFE relatively easy to use and appreciated its collaborative affordances. The researchers concluded that GAFE is a useful tool to meet learning objectives in the college composition classroom.
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Usability evaluations are important to improve handheld augmented reality (HAR) systems. However, no standard questionnaire considers perceptual and ergonomic issues found in HAR. We performed a systematic literature review to enumerate... more
Usability evaluations are important to improve handheld augmented reality (HAR) systems. However, no standard questionnaire considers perceptual and ergonomic issues found in HAR. We performed a systematic literature review to enumerate these issues. Based on these issues, we created the HAR usability scale which is composed of the comprehensibility scale and the manipulability scale. These scales measure general system usability, ease of understanding the information presented, and ease of handling, respectively. We evaluated the validity and reliability of our questionnaires in four experiments. The results show that our questionnaires consistently correlate with other subjective and objective measures of usability thus supporting concurrent validity. The questionnaires also have good reliability based on the Cronbach's alpha. Researchers and professionals can directly use our questionnaires to evaluate their own HAR applications, or modify it with considerations of the insights presented in this paper.
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Usability evaluations are important to the development of augmented reality systems. However, conducting large-scale longitudinal studies remains challenging because of the lack of inexpensive but appropriate methods. In response, we... more
Usability evaluations are important to the development of augmented reality systems. However, conducting large-scale longitudinal studies remains challenging because of the lack of inexpensive but appropriate methods. In response, we propose a method for implicitly estimating usability ratings based on readily available sensor logs. To demonstrate our idea, we explored the use of features of accelerometer data in estimating usability ratings in an annotation task. Results show that our implicit method corresponds with explicit usability ratings at 79% and 84%. These results should be investigated further in other use cases, with other sensor logs.
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Research Interests: Information Science, Information Technology, Library Science, Usability, Iraq, and 11 moreUsability labs, Usability Testing, تكنولوجيا المعلومات, علم المكتبات, العراق, علم المعلومات, قسم المعلومات والمكتبات في الجامعة المستنصرية, Abdulateef Hashim Khairi, Simmons College, عبداللطيف هاشم خيري, and مختبرات الجودة وقابلية الإستخدام
Persona is a communicative artefact for usability that currently functions under the umbrella of User-Centred Design (UCD). Since we argue usability methods differ across cultures, this project presents a cross-cultural research probe on... more
Persona is a communicative artefact for usability that currently functions under the umbrella of User-Centred Design (UCD). Since we argue usability methods differ across cultures, this project presents a cross-cultural research probe on persona generated by indigenous Otjiherero speakers in Namibia. The objective is to find out how participants in this milieu take on, understand and portray persona artefacts, what goals of User Experience (UX) emerge from the inquiry, and whether the artefacts created simulate or differ from those in literature. Tentative methods scaffold from benefits attained by persona in the attempt to advance persona technical communication in cross-cultural design. This experience report presents initial findings on narrative content, rhetorical preferences, and the physical layout of persona artefacts as so-far constructed by Otjiherero speakers in rural Namibia. The report draws to a close reflecting on present challenges and advances, and indicating upcoming pathways.
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this paper is related to the Human-Computer Interaction (HCI) field and more specifically to the interactive system quality evaluation using a subjective method known by the questionnaire. Efforts and research have been performed to... more
this paper is related to the Human-Computer
Interaction (HCI) field and more specifically to the interactive
system quality evaluation using a subjective method known by
the questionnaire. Efforts and research have been performed to
enhance subjective usability evaluation of Human - Computer
interface of interactive systems by deploying various methods
and techniques. The main contribution of this paper is the
development of a subjective assessment tool to help designers
measure the quality of evaluated interface. This article presents a
new tool for generating a web questionnaire in order to collect
the individuals’ attitudes and feelings toward an interactive
system. It is developed to facilitate the presentation and usage of
questionnaires designated for the evaluation of interactive
systems. The developed questionnaire tool is validated by the
evaluation of traffic supervision system in Valenciennes (France)
as a part of CISIT-ISART project.
Interaction (HCI) field and more specifically to the interactive
system quality evaluation using a subjective method known by
the questionnaire. Efforts and research have been performed to
enhance subjective usability evaluation of Human - Computer
interface of interactive systems by deploying various methods
and techniques. The main contribution of this paper is the
development of a subjective assessment tool to help designers
measure the quality of evaluated interface. This article presents a
new tool for generating a web questionnaire in order to collect
the individuals’ attitudes and feelings toward an interactive
system. It is developed to facilitate the presentation and usage of
questionnaires designated for the evaluation of interactive
systems. The developed questionnaire tool is validated by the
evaluation of traffic supervision system in Valenciennes (France)
as a part of CISIT-ISART project.
Research Interests:
Over the two past decades, various HCI quality evaluation methods have been proposed. Each one has its own strengths and its own shortcomings. Different methods are combined to enhance the evaluation results. To obtain better coverage of... more
Over the two past decades, various HCI quality evaluation methods have been proposed. Each one has its own strengths and its own shortcomings. Different methods are combined to enhance the evaluation results. To obtain better coverage of design problems and to increase the system performance,
subjective and objective methods can complement each other. However, the variability of these methods features poses a challenge to effectively integrate between them. The purpose of this paper is to enhance the evaluation of HCI quality by suggesting new approach intended for improving evaluation results. This method supports a mapping model between evaluation data. It aims to specify new quality indicators that effectively integrate qualitative and quantitative data based on a set of pre-defined quality criteria. Qualitative (items) and
quantitative data are respectively extracted from highly cited HCI quality questionnaires and from existing tools.
subjective and objective methods can complement each other. However, the variability of these methods features poses a challenge to effectively integrate between them. The purpose of this paper is to enhance the evaluation of HCI quality by suggesting new approach intended for improving evaluation results. This method supports a mapping model between evaluation data. It aims to specify new quality indicators that effectively integrate qualitative and quantitative data based on a set of pre-defined quality criteria. Qualitative (items) and
quantitative data are respectively extracted from highly cited HCI quality questionnaires and from existing tools.