Search results for: DSL usability
277 The Mediating Effect of Destination Image on Intention to Use a Tourism App
Authors: Arej Alhemimah
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This study investigates the influence of tourists’ perceptions of destination image on their intention to use a tourism app. It examines the roles played by tourists’ perceptions of app/website usability, information quality, and risk in shaping tourism destination image and, subsequently, their app use intention. Using an online questionnaire, the study surveyed 194 international tourists in Saudi Arabia. Results were analysed using PLS-SEM. All the proposed hypotheses were supported and significant. Perceived risk had the strongest influence, followed by the influence of tourists’ perceptions of information quality, then app usability. Additionally, perceived risk was found to have a strong effect on the application use intention. The study makes a significant contribution to the tourism website/application literature; its implications provide practical insights and recommendations for destination marketers and managers to improve their online and social media presence in terms of enhancing e-platform usability, quality of provided information, and most importantly, to create a destination strategy to manage tourists’ risk perceptions.Keywords: destination image, perceived risk, use intention, tourism app, information quality
Procedia PDF Downloads 83276 Usability Evaluation of Four Big e-Commerce Websites in Indonesia
Authors: Harry B. Santoso, Lia Sadita, Firlia Sandyta, Musa Alfatih, Nove Spalo, Nu'man Naufal, Nuryahya P. Utomo, Putu A. Paramatha, Rezka Aufar Leonandya, Tommy Anugrah, Aulia Chairunisa, M. Fadly Uzzaki, Riandy D. Banimahendra
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The numbers of Internet active users in Indonesia reach out over 88.1 million, where 48% of them are daily active users. Seeing these numbers, it is the best opportunity for IT companies to grow their business, especially e-Commerce. In fact, the growth of e-Commerce companies in Indonesia is proportional with internet daily active users. This phenomenon shows that competition happening among the e-Commerce companies is raising high. It triggers many e-Commerce companies to improve their services. The authors hypothesized that one of the best ways to improve the services is by improving their usability. So, the authors had done a study to evaluate and find out ways to improve usability of those e-Commerce websites. The authors chose four e-Commerce websites which each of them has different business focus and profiles. Each company is labeled as A, B, C, and D. Company A is a fashion-based e-Commerce services with two-million desktop visits Indonesia. Company B is an international online shopping mall for everyday appliances with 48,3-million desktop visits in Indonesia. Company C is a localized online shopping mall with 3,2-million desktop visits in Indonesia. Company D is an online shopping mall with one-million desktop visits in Indonesia. Writers used popular web traffic analytics platform to gain the numbers. There are some approaches to evaluate the usability of e-Commerce websites. In this study, the authors used usability testing method supported by the User Experience Questionnaire. This method involved the user in interacting directly with the services provided by the e-Commerce company. This study was conducted within two months including preparation, data collection, data analysis, and reporting. We used a pair of computers, a screen-capture video application named Smartboard, and User Experience Questionnaire. A team was built to conduct this study. They consisted of one supervisor, two assistants, four facilitators and four observers. For each e-Commerce, three users aged 17-25 years old were invited to do five task scenarios. Data collected in this study included demographic information of the users, usability testing results, and users’ responses to the questionnaire. Some findings were revealed from the usability testing and the questionnaire. Compared to the other three companies, Company D had the least score for the experiences. One of the most painful issues figured out by the authors from the evaluation was most users claimed feeling confused by user interfaces in these e-Commerce websites. We believe that this study will help e-Commerce companies to improve their services and business in the future.Keywords: e-commerce, evaluation, usability testing, user experience
Procedia PDF Downloads 317275 Medical Experience: Usability Testing of Displaying Computed Tomography Scans and Magnetic Resonance Imaging in Virtual and Augmented Reality for Accurate Diagnosis
Authors: Alyona Gencheva
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The most common way to study diagnostic results is using specialized programs at a stationary workplace. Magnetic Resonance Imaging is presented in a two-dimensional (2D) format, and Computed Tomography sometimes looks like a three-dimensional (3D) model that can be interacted with. The main idea of the research is to compare ways of displaying diagnostic results in virtual reality that can help a surgeon during or before an operation in augmented reality. During the experiment, the medical staff examined liver vessels in the abdominal area and heart boundaries. The search time and detection accuracy were measured on black-and-white and coloured scans. Usability testing in virtual reality shows convenient ways of interaction like hand input, voice activation, displaying risk to the patient, and the required number of scans. The results of the experiment will be used in the new C# program based on Magic Leap technology.Keywords: augmented reality, computed tomography, magic leap, magnetic resonance imaging, usability testing, VTE risk
Procedia PDF Downloads 112274 An Evaluation and Guidance for mHealth Apps
Authors: Tareq Aljaber
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The number of mobile health apps is growing at a fast frequency as it's nearly doubled in a year between 2015 and 2016. Though, there is a lack of an effective evaluation framework to verify the usability and reliability of mobile phone health education applications which would help saving time and effort for the numerous user groups. This abstract describing a framework for evaluating mobile applications in specifically mobile health education applications, along with a guidance select tool to assist different users to select the most suitable mobile health education apps. The effective framework outcome is intended to meet the requirements and needs of the different stakeholder groups additionally to enhancing the development of mobile health education applications with software engineering approaches, by producing new and more effective techniques to evaluate such software. This abstract highlights the significance and consequences of mobile health education apps, before focusing the light on the required to create an effective evaluation framework for these apps. An explanation of the effective evaluation framework is going to be delivered in the abstract, beside with some specific evaluation metrics: an efficient hybrid of selected heuristic evaluation (HE) and usability evaluation (UE) metrics to enable the determination of the usefulness and usability of health education mobile apps. Moreover, an explanation of the qualitative and quantitative outcomes for the effective evaluation framework was accomplished using Epocrates mobile phone app in addition to some other mobile phone apps. This proposed framework-An Evaluation Framework for Mobile Health Education Apps-consists of a hybrid of 5 metrics designated from a larger set in usability evaluation and heuristic evaluation, illuminated grounded on 15 unstructured interviews from software developers (SD), health professionals (HP) and patients (P). These five metrics corresponding to explicit facets of usability recognised through a requirements analysis of typical stakeholders of mobile health apps. These five hybrid selected metrics were scattered across 24 specific questionnaire questions, which are available on request from first author. This questionnaire has been sent to 81 participants distributed in three sets of stakeholders from software developers (SD), health professionals (HP) and patients/general users (P/GU) on the purpose of ranking three sets of mobile health education applications. Finally, the outcomes from the questionnaire data helped us to approach our aims which are finding the profile for different stakeholders, finding the profile for different mobile health educations application packages, ranking different mobile health education application and guide us to build the select guidance too which is apart from the Evaluation Framework for Mobile Health Education Apps.Keywords: evaluation framework, heuristic evaluation, usability evaluation, metrics
Procedia PDF Downloads 403273 Improving Usability of e-Government for the Elderly
Authors: Tamas Molnar
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Electronic government systems are currently in the same development stage as e-commerce applications were about in the late 1990s. Wide adoption by the majority of population is near, as such services are not only more and more desired by the users, but also strongly advocated and pushed by the state, as a means to increase effectiveness and cut expenses at the same time. Diffusion is however hampered by the low motivation caused by usability issues which will cause more and more frustration as the general population ages. Usability centred design is essential when creating such services. Elderly users, who have statistically the least experience, have the most problems, and therefore reject unusable systems first. The goal of our research was to find a way to map the needs of the elderly and create guidelines for the design of electronic government systems which are usable for the whole population. The first phase of our research, started mid-2009, was centred on the idea to gather information about the needs of the target group, in both Germany and Hungary with over 70 participants. This was done with the help of scenarios, interviews and questionnaires. The supplied data enabled to choose an eGovernment system for tests on the target group. Tests conducted in Germany and Hungary were based on the design and functions of the German electronic ID card, in the native languages. Scenarios mirroring common, every day transactions requiring an identification procedure were used. The obtained results allowed us to develop a generalised solution, the IGUAN guideline. This guideline makes a standardised approach to the usability improvement process possible. It contains the special requirements of elderly users, and a catalogue of criteria, which helps to develop an application in line with the set requirements. The third phase of our research was used a proof of concept for the IGUAN. The guideline was evaluated and tested with an iterative prototyping. The successful completion of this phase indicates that the IGUAN can be used to measurably increase the acceptance of e-government systems by elderly users. We could therefore demonstrate that improvements in the interface make e-government application possible which are perceived useful and easy to use by elderly users. These improvements will measurably increase the user motivation and experience. This can however only be achieved with a structured design process, and requires a framework which takes the requirements of the elderly users into account.Keywords: e-Government, usability, acceptance, guidelines
Procedia PDF Downloads 543272 Usability Evaluation of Rice Doctor as a Diagnostic Tool for Agricultural Extension Workers in Selected Areas in the Philippines
Authors: Jerome Cayton Barradas, Rowely Parico, Lauro Atienza, Poornima Shankar
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The effective agricultural extension is essential in facilitating improvements in various agricultural areas. One way of doing this is through Information and communication technologies (ICTs) like Rice Doctor (RD), an app-based diagnostic tool that provides accurate and timely diagnosis and management recommendations for more than 80 crop problems. This study aims to evaluate the RD usability by determining the effectiveness, efficiency, and user satisfaction of RD in making an accurate and timely diagnosis. It also aims to identify other factors that affect RD usability. This will be done by comparing RD with two other diagnostic methods: visual identification-based diagnosis and reference-guided diagnosis. The study was implemented in three rice-producing areas and has involved 96 extension workers. Respondents accomplished a self-administered survey and participated in group discussions. Data collected was then subjected to qualitative and quantitative analysis. Most of the respondents were satisfied with RD and believed that references are needed in assuring the accuracy of diagnosis. The majority found it efficient and easy to use. Some found it confusing and complicated, but this is because of their unfamiliarity with RD. Most users were also able to achieve accurate diagnosis proving effectiveness. Lastly, although users have reservations, they are satisfied and open to using RD. The study also found out the importance of visual identification skills in using RD and the need for capacity development and improvement of access to RD devices. From these results, the following are recommended to improve RD usability: review and upgrade diagnostic keys, expand further RD content, initiate capacity development for AEWs, and prepare and implement an RD communication plan.Keywords: agricultural extension, crop protection, information and communication technologies, rice doctor
Procedia PDF Downloads 253271 Usability Assessment of a Bluetooth-Enabled Resistance Exercise Band among Young Adults
Authors: Lillian M. Seo, Curtis L. Petersen, Ryan J. Halter, David Kotz, John A. Batsis
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Background: Resistance-based exercises effectively enhance muscle strength, which is especially important in older populations as it reduces the risk of disability. Our group developed a Bluetooth-enabled handle for resistance exercise bands that wirelessly transmits relative force data through low-energy Bluetooth to a local smartphone or similar device. The system has the potential to measure home-based exercise interventions, allowing health professionals to monitor compliance. Its feasibility has already been demonstrated in both clinical and field-based settings, but it remained unclear whether the system’s usability persisted upon repeated use. The current study sought to assess the usability of this system and its users’ satisfaction with repeated use by deploying the device among younger adults to gather formative information that can ultimately improve the device’s design for older adults. Methods: A usability study was conducted in which 32 participants used the above system. Participants executed 10 repetitions of four commonly performed exercises: bicep flexion, shoulder abduction, elbow extension, and triceps extension. Each completed three exercise sessions, separated by at least 24 hours to minimize muscle fatigue. At its conclusion, subjects completed an adapted version of the usefulness, satisfaction, and ease (USE) questionnaire – assessing the system across four domains: usability, satisfaction, ease of use, and ease of learning. The 20-item questionnaire examined how strongly a participant agrees with positive statements about the device on a seven-point Likert scale, with one representing ‘strongly disagree’ and seven representing ‘strongly agree.’ Participants’ data were aggregated to calculate mean response values for each question and domain, effectively assessing the device’s performance across different facets of the user experience. Summary force data were visualized using a custom web application. Finally, an optional prompt at the end of the questionnaire allowed for written comments and feedback from participants to elicit qualitative indicators of usability. Results: Of the n=32 participants, 13 (41%) were female; their mean age was 32.4 ± 11.8 years, and no participants had a physical impairment. No usability questions received a mean score < 5 of seven. The four domains’ mean scores were: usefulness 5.66 ± 0.35; satisfaction 6.23 ± 0.06; ease of use 6.25 ± 0.43; and ease of learning 6.50 ± 0.19. Representative quotes of the open-ended feedback include: ‘A non-rigid strap-style handle might be useful for some exercises,’ and, ‘Would need different bands for each exercise as they use different muscle groups with different strength levels.’ General impressions were favorable, supporting the expectation that the device would be a useful tool in exercise interventions. Conclusions: A simple usability assessment of a Bluetooth-enabled resistance exercise band supports a consistent and positive user experience among young adults. This study provides adequate formative data, assuring the next steps can be taken to continue testing and development for the target population of older adults.Keywords: Bluetooth, exercise, mobile health, mHealth, usability
Procedia PDF Downloads 117270 Diploma Students’ Perceptions Regarding the Effectiveness of Using an English-Speaking Practice Application on Their Primary Skills
Authors: Shatha Alkhalaf
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This study aimed to investigate the effectiveness of the English Speaking Practice App in improving the speaking skills of English as a Foreign Language (EFL) learners. The participants were 44 diploma students at Qassim University in Saudi Arabia. They used the app for 30 minutes per week over a 12-week period. A survey questionnaire was used to measure their perceptions of the app's effectiveness, usability, and impact on motivation. The questionnaire showed high internal consistency (Cronbach's alpha = 0.89). The findings suggest that the app was perceived positively by the participants in terms of its effectiveness in improving speaking skills, usability, and motivation. This research contributes to the field of language teaching by highlighting the potential of technology-enhanced language learning.Keywords: second language, English, speaking, technology
Procedia PDF Downloads 83269 A Survey on Smart Security Mechanism Using Graphical Passwords
Authors: Aboli Dhanavade, Shweta Bhimnath, Rutuja Jumale, Ajay Nadargi
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Security to any of our personal thing is our most basic need. It is not possible to directly apply that standard Human-computer—interaction approaches. Important usability goal for authentication system is to support users in selecting best passwords. Users often select text-passwords that are easy to remember, but they are more open for attackers to guess. The human brain is good in remembering pictures rather than textual characters. So the best alternative is being designed that is Graphical passwords. However, Graphical passwords are still immature. Conventional password schemes are also vulnerable to Shoulder-surfing attacks, many shoulder-surfing resistant graphical passwords schemes have been proposed. Next, we have analyzed the security and usability of the proposed scheme, and show the resistance of the proposed scheme to shoulder-surfing and different accidental logins.Keywords: shoulder-surfing, security, authentication, text-passwords
Procedia PDF Downloads 362268 Research on Teachers’ Perceptions on the Usability of Classroom Space: Analysis of a Nation-Wide Questionnaire Survey in Japan
Authors: Masayuki Mori
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This study investigates the relationship between teachers’ perceptions of the usability of classroom space and various elements, including both physical and non-physical, of classroom environments. With the introduction of the GIGA School funding program in Japan in 2019, understanding its impact on learning in classroom space is crucial. The program enabled local educational authorities (LEA) to make it possible to provide one PC/tablet for each student of both elementary and junior high schools. Moreover, at the same time, the program also supported LEA to purchase other electronic devices for educational purposes such as electronic whiteboards, large displays, and real image projectors. A nationwide survey was conducted using random sampling methodology among 100 junior high schools to collect data on classroom space. Of those, 60 schools responded to the survey. The survey covered approximately fifty items, including classroom space size, class size, and educational electronic devices owned. After the data compilation, statistical analysis was used to identify correlations between the variables and to explore the extent to which classroom environment elements influenced teachers’ perceptions. Furthermore, decision tree analysis was applied to visualize the causal relationships between the variables. The findings indicate a significant negative correlation between class size and teachers’ evaluation of usability. In addition to the class size, the way students stored their belongings also influenced teachers’ perceptions. As for the placement of educational electronic devices, the installation of a projector produced a small negative correlation with teachers’ perceptions. The study suggests that while the GIGA School funding program is not significantly influential, traditional educational conditions such as class size have a greater impact on teachers’ perceptions of the usability of classroom space. These results highlight the need for awareness and strategies to integrate various elements in designing the learning environment of the classroom for teachers and students to improve their learning experience.Keywords: classroom space, GIGA School, questionnaire survey, teachers’ perceptions
Procedia PDF Downloads 21267 The Effect of Visual Fluency and Cognitive Fluency on Access Rates of Web Pages
Authors: Xiaoying Guo, Xiangyun Wang
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Access rates is a key indicator of reflecting the popularity of web pages. Having high access rates are very important for web pages, especially for news web pages, online shopping sites and searching engines. In this paper, we analyzed the influences of visual fluency and cognitive fluency on access rates of Chinese web pages. Firstly, we conducted an experiment of scoring the web pages. Twenty-five subjects were invited to view top 50 web pages of China, and they were asked to give a score in a 5-point Likert-scale from four aspects, including complexity, comfortability, familiarity and usability. Secondly, the obtained results was analyzed by correlation analysis and factor analysis in R. By factor analysis; we analyzed the contributions of visual fluency and cognitive fluency to the access rates. The results showed that both visual fluency and cognitive fluency affect the access rate of web pages. Compared to cognitive fluency, visual fluency play a more important role in user’s accessing of web pages.Keywords: visual fluency, cognitive fluency, visual complexity, usability
Procedia PDF Downloads 379266 The Usefulness and Usability of a Linkedin Group for the Maintenance of a Community of Practice among Hand Surgeons Worldwide
Authors: Vaikunthan Rajaratnam
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Maintaining continuous professional development among clinicians has been a challenge. Hand surgery is a unique speciality with the coming together of orthopaedics, plastics and trauma surgeons. The requirements for a team-based approach to care with the inclusion of other experts such as occupational, physiotherapist and orthotic and prosthetist provide the impetus for the creation of communities of practice. This study analysed the community of practice in hand surgery that was created through a social networking website for professionals. The main objectives were to discover the usefulness of this community of practice created in the platform of the group function of LinkedIn. The second objective was to determine the usability of this platform for the purposes of continuing professional development among members of this community of practice. The methodology used was one of mixed methods which included a quantitative analysis on the usefulness of the social network website as a community of practice, using the analytics provided by the LinkedIn platform. Further qualitative analysis was performed on the various postings that were generated by the community of practice within the social network website. This was augmented by a respondent driven survey conducted online to assess the usefulness of the platform for continuous professional development. A total of 31 respondents were involved in this study. This study has shown that it is possible to create an engaging and interactive community of practice among hand surgeons using the group function of this professional social networking website LinkedIn. Over three years the group has grown significantly with members from multiple regions and has produced engaging and interactive conversations online. From the results of the respondents’ survey, it can be concluded that there was satisfaction of the functionality and that it was an excellent platform for discussions and collaboration in the community of practice with a 69 % of satisfaction. Case-based discussions were the most useful functions of the community of practice. This platform usability was graded as excellent using the validated usability tool. This study has shown that the social networking site LinkedIn’s group function can be easily used as a community of practice effectively and provides convenience to professionals and has made an impact on their practice and better care for patients. It has also shown that this platform was easy to use and has a high level of usability for the average healthcare professional. This platform provided the improved connectivity among professionals involved in hand surgery care which allowed for the community to grow and with proper support and contribution of relevant material by members allowed for a safe environment for the exchange of knowledge and sharing of experience that is the foundation of a community practice.Keywords: community of practice, online community, hand surgery, lifelong learning, LinkedIn, social media, continuing professional development
Procedia PDF Downloads 316265 Retaining Users in a Commercially-Supported Social Network
Authors: Sasiphan Nitayaprapha
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A commercially-supported social network has become an emerging channel for an organization to communicate with and provide services to customers. The success of the commercially-supported social network depends on the ability of the organization to keep the customers in participating in the network. Drawing from the theories of information adoption, information systems continuance, and web usability, the author develops a model to explore how a commercially-supported social network can encourage customers to continue participating and using the information in the network. The theoretical model will be proved through an online survey of customers using the commercially-supported social networking sites of several high technology companies operating in the same sector. The result will be compared with previous studies to learn about the explanatory power of the research model, and to identify the main factors determining users’ intention to continue using a commercially-supported social network. Theoretical and practical implications, and limitations are discussed.Keywords: social network, information adoption, information systems continuance, web usability, user satisfaction
Procedia PDF Downloads 316264 User Experience Evaluation on the Usage of Commuter Line Train Ticket Vending Machine
Authors: Faishal Muhammad, Erlinda Muslim, Nadia Faradilla, Sayidul Fikri
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To deal with the increase of mass transportation needs problem, PT. Kereta Commuter Jabodetabek (KCJ) implements Commuter Vending Machine (C-VIM) as the solution. For that background, C-VIM is implemented as a substitute to the conventional ticket windows with the purposes to make transaction process more efficient and to introduce self-service technology to the commuter line user. However, this implementation causing problems and long queues when the user is not accustomed to using the machine. The objective of this research is to evaluate user experience after using the commuter vending machine. The goal is to analyze the existing user experience problem and to achieve a better user experience design. The evaluation method is done by giving task scenario according to the features offered by the machine. The features are daily insured ticket sales, ticket refund, and multi-trip card top up. There 20 peoples that separated into two groups of respondents involved in this research, which consist of 5 males and 5 females each group. The experienced and inexperienced user to prove that there is a significant difference between both groups in the measurement. The user experience is measured by both quantitative and qualitative measurement. The quantitative measurement includes the user performance metrics such as task success, time on task, error, efficiency, and learnability. The qualitative measurement includes system usability scale questionnaire (SUS), questionnaire for user interface satisfaction (QUIS), and retrospective think aloud (RTA). Usability performance metrics shows that 4 out of 5 indicators are significantly different in both group. This shows that the inexperienced group is having a problem when using the C-VIM. Conventional ticket windows also show a better usability performance metrics compared to the C-VIM. From the data processing, the experienced group give the SUS score of 62 with the acceptability scale of 'marginal low', grade scale of “D”, and the adjective ratings of 'good' while the inexperienced group gives the SUS score of 51 with the acceptability scale of 'marginal low', grade scale of 'F', and the adjective ratings of 'ok'. This shows that both groups give a low score on the system usability scale. The QUIS score of the experienced group is 69,18 and the inexperienced group is 64,20. This shows the average QUIS score below 70 which indicate a problem with the user interface. RTA was done to obtain user experience issue when using C-VIM through interview protocols. The issue obtained then sorted using pareto concept and diagram. The solution of this research is interface redesign using activity relationship chart. This method resulted in a better interface with an average SUS score of 72,25, with the acceptable scale of 'acceptable', grade scale of 'B', and the adjective ratings of 'excellent'. From the time on task indicator of performance metrics also shows a significant better time by using the new interface design. Result in this study shows that C-VIM not yet have a good performance and user experience.Keywords: activity relationship chart, commuter line vending machine, system usability scale, usability performance metrics, user experience evaluation
Procedia PDF Downloads 262263 Discovering User Behaviour Patterns from Web Log Analysis to Enhance the Accessibility and Usability of Website
Authors: Harpreet Singh
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Finding relevant information on the World Wide Web is becoming highly challenging day by day. Web usage mining is used for the extraction of relevant and useful knowledge, such as user behaviour patterns, from web access log records. Web access log records all the requests for individual files that the users have requested from the website. Web usage mining is important for Customer Relationship Management (CRM), as it can ensure customer satisfaction as far as the interaction between the customer and the organization is concerned. Web usage mining is helpful in improving website structure or design as per the user’s requirement by analyzing the access log file of a website through a log analyzer tool. The focus of this paper is to enhance the accessibility and usability of a guitar selling web site by analyzing their access log through Deep Log Analyzer tool. The results show that the maximum number of users is from the United States and that they use Opera 9.8 web browser and the Windows XP operating system.Keywords: web usage mining, web mining, log file, data mining, deep log analyzer
Procedia PDF Downloads 248262 Analyzing the Websites of Institutions Publishing Global Rankings of Universities: A Usability Study
Authors: Nuray Baltaci, Kursat Cagiltay
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University rankings which can be seen as nouveau topic are at the center of focus and followed closely by different parties. Students are interested in university rankings in order to make informed decisions about the selection of their candidate future universities. University administrators and academicians can utilize them to see and evaluate their universities’ relative performance compared to other institutions in terms of including but not limited to academic, economic, and international outlook issues. Local institutions may use those ranking systems, as TUBITAK (The Scientific and Technological Research Council of Turkey) and YOK (Council of Higher Education) do in Turkey, to support students and give scholarships when they want to apply for undergraduate and graduate studies abroad. When it is considered that the ranking systems are concerned by this many different parties, the importance of having clear, easy to use and well-designed websites by ranking institutions will be apprehended. In this paper, a usability study for the websites of four different global university ranking institutions, namely Academic Ranking of World Universities (ARWU), Times Higher Education, QS and University Ranking by Academic Performance (URAP), was conducted. User-based approach was adopted and usability tests were conducted with 10 graduate students at Middle East Technical University in Ankara, Turkey. Before performing the formal usability tests, a pilot study had been completed to reflect the necessary changes to the settings of the study. Participants’ demographics, task completion times, paths traced to complete tasks, and their satisfaction levels on each task and website were collected. According to the analyses of the collected data, those ranking websites were compared in terms of efficiency, effectiveness and satisfaction dimensions of usability as pointed in ISO 9241-11. Results showed that none of the selected ranking websites is superior to other ones in terms of overall effectiveness and efficiency of the website. However the only remarkable result was that the highest average task completion times for two of the designed tasks belong to the Times Higher Education Rankings website. Evaluation of the user satisfaction on each task and each website produced slightly different but rather similar results. When the satisfaction levels of the participants on each task are examined, it was seen that the highest scores belong to ARWU and URAP websites. The overall satisfaction levels of the participants for each website showed that the URAP website has highest score followed by ARWU website. In addition, design problems and powerful design features of those websites reported by the participants are presented in the paper. Since the study mainly tackles about the design problems of the URAP website, the focus is on this website. Participants reported 3 main design problems about the website which are unaesthetic and unprofessional design style of the website, improper map location on ranking pages, and improper listing of the field names on field ranking page.Keywords: university ranking, user-based approach, website usability, design
Procedia PDF Downloads 397261 Developing Ergonomic Prototype Testing Method for Manual Material Handling
Authors: Yusuf Nugroho Doyo Yekti, Budi Praptono, Fransiskus Tatas Dwi Atmaji
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There is no ergonomic prototype testing method for manual material handling yet. This study has been carried out to demonstrate the comprehensive ergonomic assessment. The ergonomic assessment is important to improve safety of products and to ensure usefulness of the product. The prototype testing is conducted by involving few intended users and ordinary people. In this study, there are four operators who participated in several tests. Also, there are 30 ordinary people who joined the usability test. All the ordinary people never do material handling activity nor use material handling device. The methods used in the tests are Rapid Entire Body Assessment (REBA), Recommended Weight Limit (RWL), and Cardiovascular Load (%CVL) other than usability test and questionnaire. The proposed testing methods cover comprehensive ergonomic aspects, i.e. physical aspect, mental aspect, emotional aspects of human.Keywords: ergonomic, manual material handling, prototype testing, assessment
Procedia PDF Downloads 517260 Evaluation of Correct Usage, Comfort and Fit of Personal Protective Equipment in Construction Work
Authors: Anna-Lisa Osvalder, Jonas Borell
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There are several reasons behind the use, non-use, or inadequate use of personal protective equipment (PPE) in the construction industry. Comfort and accurate size support proper use, while discomfort, misfit, and difficulties to understand how the PPEs should be handled inhibit correct usage. The need for several protective equipments simultaneously might also create problems. The purpose of this study was to analyse the correct usage, comfort, and fit of different types of PPEs used for construction work. Correct usage was analysed as guessability, i.e., human perceptions of how to don, adjust, use, and doff the equipment, and if used as intended. The PPEs tested individually or in combinations were a helmet, ear protectors, goggles, respiratory masks, gloves, protective cloths, and safety harnesses. First, an analytical evaluation was performed with ECW (enhanced cognitive walkthrough) and PUEA (predictive use error analysis) to search for usability problems and use errors during handling and use. Then usability tests were conducted to evaluate guessability, comfort, and fit with 10 test subjects of different heights and body constitutions. The tests included observations during donning, five different outdoor work tasks, and doffing. The think-aloud method, short interviews, and subjective estimations were performed. The analytical evaluation showed that some usability problems and use errors arise during donning and doffing, but with minor severity, mostly causing discomfort. A few use errors and usability problems arose for the safety harness, especially for novices, where some could lead to a high risk of severe incidents. The usability tests showed that discomfort arose for all test subjects when using a combination of PPEs, increasing over time. For instance, goggles, together with the face mask, caused pressure, chafing at the nose, and heat rash on the face. This combination also limited sight of vision. The helmet, in combination with the goggles and ear protectors, did not fit well and caused uncomfortable pressure at the temples. No major problems were found with the individual fit of the PPEs. The ear protectors, goggles, and face masks could be adjusted for different head sizes. The guessability for how to don and wear the combination of PPE was moderate, but it took some time to adjust them for a good fit. The guessability was poor for the safety harness; few clues in the design showed how it should be donned, adjusted, or worn on the skeletal bones. Discomfort occurred when the straps were tightened too much. All straps could not be adjusted for somebody's constitutions leading to non-optimal safety. To conclude, if several types of PPEs are used together, discomfort leading to pain is likely to occur over time, which can lead to misuse, non-use, or reduced performance. If people who are not regular users should wear a safety harness correctly, the design needs to be improved for easier interpretation, correct position of the straps, and increased possibilities for individual adjustments. The results from this study can be a base for re-design ideas for PPE, especially when they should be used in combinations.Keywords: construction work, PPE, personal protective equipment, misuse, guessability, usability
Procedia PDF Downloads 87259 A Second Look at Gesture-Based Passwords: Usability and Vulnerability to Shoulder-Surfing Attacks
Authors: Lakshmidevi Sreeramareddy, Komalpreet Kaur, Nane Pothier
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For security purposes, it is important to detect passwords entered by unauthorized users. With traditional alphanumeric passwords, if the content of a password is acquired and correctly entered by an intruder, it is impossible to differentiate the password entered by the intruder from those entered by the authorized user because the password entries contain precisely the same character set. However, no two entries for the gesture-based passwords, even those entered by the person who created the password, will be identical. There are always variations between entries, such as the shape and length of each stroke, the location of each stroke, and the speed of drawing. It is possible that passwords entered by the unauthorized user contain higher levels of variations when compared with those entered by the authorized user (the creator). The difference in the levels of variations may provide cues to detect unauthorized entries. To test this hypothesis, we designed an empirical study, collected and analyzed the data with the help of machine-learning algorithms. The results of the study are significant.Keywords: authentication, gesture-based passwords, shoulder-surfing attacks, usability
Procedia PDF Downloads 139258 Expanding Learning Reach: Innovative VR-Enabled Retention Strategies
Authors: Bilal Ahmed, Muhammad Rafiq, Choongjae Im
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The tech-savvy Gen Z's transfer towards interactive concept learning is hammering the demand for online collaborative learning environments, renovating conventional education approaches. The authors propose a novel approach to enhance learning outcomes to improve retention in 3D interactive education by connecting virtual reality (VR) and non-VR devices in the classroom and distance learning. The study evaluates students' experiences with VR interconnectivity devices in human anatomy lectures using real-time 3D interactive data visualization. Utilizing the renowned "Guo & Pooles Inventory" and the "Flow for Presence Questionnaires," it used an experimental research design with a control and experimental group to assess this novel connecting strategy's effectiveness and significant potential for in-person and online educational settings during the sessions. The experimental group's interactions, engagement levels, and usability experiences were assessed using the "Guo & Pooles Inventory" and "Flow for Presence Questionnaires," which measure their sense of presence, engagement, and immersion throughout the learning process using a 5-point Likert scale. At the end of the sessions, we used the "Perceived Usability Scale" to find our proposed system's overall efficiency, effectiveness, and satisfaction. By comparing both groups, the students in the experimental group used the integrated VR environment and VR to non-VR devices, and their sense of presence and attentiveness was significantly improved, allowing for increased engagement by giving students diverse technological access. Furthermore, learners' flow states demonstrated increased absorption and focus levels, improving information retention and Perceived Usability. The findings of this study can help educational institutions optimize their technology-enhanced teaching methods for traditional classroom settings as well as distance-based learning, where building a sense of connection among remote learners is critical. This study will give significant insights into educational technology and its ongoing progress by analyzing engagement, interactivity, usability, satisfaction, and presence.Keywords: interactive learning environments, human-computer interaction, virtual reality, computer- supported collaborative learning
Procedia PDF Downloads 65257 Digital System Design for Strategic Improvement Planning in Education: A Socio-Technical and Iterative Design Approach
Authors: Neeley Current, Fatih Demir, Kenneth Haggerty, Blake Naughton, Isa Jahnke
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Educational systems seek reform using data-intensive continuous improvement processes known as strategic improvement plans (SIPs). Schools turn to digital systems to monitor, analyze and report SIPs. One technical challenge of these digital systems focuses on integrating a highly diverse set of data sources. Another challenge is to create a learnable sociotechnical system to help administrators, principals and teachers add, manipulate and interpret data. This study explores to what extent one particular system is usable and useful for strategic planning activities and whether intended users see the benefit of the system achieve the goal of improving workflow related to strategic planning in schools. In a three-phase study, researchers used sociotechnical design methods to understand the current workflow, technology use, and processes of teachers and principals surrounding their strategic improvement planning. Additionally, design review and task analysis usability methods were used to evaluate task completion, usability, and user satisfaction of the system. The resulting socio-technical models illustrate the existing work processes and indicate how and at which places in the workflow the newly developed system could have an impact. The results point to the potential of the system but also indicate that it was initially too complicated for use. However, the diverse users see the potential benefits, especially to overcome the diverse set of data sources, and that the system could fill a gap for schools in planning and conducting strategic improvement plans.Keywords: continuous improvement process, education reform, strategic improvement planning, sociotechnical design, software development, usability
Procedia PDF Downloads 297256 Establishment of a Test Bed for Integrated Map of Underground Space and Verification of GPR Exploration Equipment
Authors: Jisong Ryu, Woosik Lee, Yonggu Jang
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The paper discusses the process of establishing a reliable test bed for verifying the usability of Ground Penetrating Radar (GPR) exploration equipment based on an integrated underground spatial map in Korea. The aim of this study is to construct a test bed consisting of metal and non-metal pipelines to verify the performance of GPR equipment and improve the accuracy of the underground spatial integrated map. The study involved the design and construction of a test bed for metal and non-metal pipe detecting tests. The test bed was built in the SOC Demonstration Research Center (Yeoncheon) of the Korea Institute of Civil Engineering and Building Technology, burying metal and non-metal pipelines up to a depth of 5m. The test bed was designed in both vehicle-type and cart-type GPR-mounted equipment. The study collected data through the construction of the test bed and conducting metal and non-metal pipe detecting tests. The study analyzed the reliability of GPR detecting results by comparing them with the basic drawings, such as the underground space integrated map. The study contributes to the improvement of GPR equipment performance evaluation and the accuracy of the underground spatial integrated map, which is essential for urban planning and construction. The study addressed the question of how to verify the usability of GPR exploration equipment based on an integrated underground spatial map and improve its performance. The study found that the test bed is reliable for verifying the performance of GPR exploration equipment and accurately detecting metal and non-metal pipelines using an integrated underground spatial map. The study concludes that the establishment of a test bed for verifying the usability of GPR exploration equipment based on an integrated underground spatial map is essential. The proposed Korean-style test bed can be used for the evaluation of GPR equipment performance and support the construction of a national non-metal pipeline exploration equipment performance evaluation center in Korea.Keywords: Korea-style GPR testbed, GPR, metal pipe detecting, non-metal pipe detecting
Procedia PDF Downloads 100255 Comparative Analysis of Automation Testing Tools
Authors: Amit Bhanushali
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In the ever-changing landscape of software development, automated software testing has emerged as a critical component of the Software Development Life Cycle (SDLC). This research undertakes a comparative study of three major automated testing tools -UFT, Selenium, and RPA- evaluating them on usability, maintenance, and effectiveness. Leveraging existing JAVA-based applications as test cases, the study aims to guide testers in selecting the optimal tool for specific applications. By exploring key features such as source and licensing, testing expenses, object repositories, usability, and language support, the research provides practical insights into UFT, Selenium, and RPA. Acknowledging the pivotal role of these tools in streamlining testing processes amid time constraints and resource limitations, the study assists professionals in making informed choices aligned with their organizational needs.Keywords: software testing tools, software development lifecycle (SDLC), test automation frameworks, automated software, JAVA-based, UFT, selenium and RPA (robotic process automation), source and licensing, object repository
Procedia PDF Downloads 98254 Assessing an Instrument Usability: Response Interpolation and Scale Sensitivity
Authors: Betsy Ng, Seng Chee Tan, Choon Lang Quek, Peter Looker, Jaime Koh
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The purpose of the present study was to determine the particular scale rating that stands out for an instrument. The instrument was designed to assess student perceptions of various learning environments, namely face-to-face, online and blended. The original instrument had a 5-point Likert items (1 = strongly disagree and 5 = strongly agree). Alternate versions were modified with a 6-point Likert scale and a bar scale rating. Participants consisted of undergraduates in a local university were involved in the usability testing of the instrument in an electronic setting. They were presented with the 5-point, 6-point and percentage-bar (100-point) scale ratings, in response to their perceptions of learning environments. The 5-point and 6-point Likert scales were presented in the form of radio button controls for each number, while the percentage-bar scale was presented with a sliding selection. Among these responses, 6-point Likert scale emerged to be the best overall. When participants were confronted with the 5-point items, they either chose 3 or 4, suggesting that data loss could occur due to the insensitivity of instrument. The insensitivity of instrument could be due to the discreet options, as evidenced by response interpolation. To avoid the constraint of discreet options, the percentage-bar scale rating was tested, but the participant responses were not well-interpolated. The bar scale might have provided a variety of responses without a constraint of a set of categorical options, but it seemed to reflect a lack of perceived and objective accuracy. The 6-point Likert scale was more likely to reflect a respondent’s perceived and objective accuracy as well as higher sensitivity. This finding supported the conclusion that 6-point Likert items provided a more accurate measure of the participant’s evaluation. The 5-point and bar scale ratings might not be accurately measuring the participants’ responses. This study highlighted the importance of the respondent’s perception of accuracy, respondent’s true evaluation, and the scale’s ease of use. Implications and limitations of this study were also discussed.Keywords: usability, interpolation, sensitivity, Likert scales, accuracy
Procedia PDF Downloads 406253 An Analysis of Instruction Checklist Based on Universal Design for Learning
Authors: Yong Wook Kim
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The purpose of this study is to develop an instruction analysis checklist applicable to inclusive setting based on the Universal Design for Learning Guideline 2.0. To do this, two self-validation reviews, two expert validity reviews, and two usability evaluations were conducted based on the Universal Design for Learning Guideline 2.0. After validation and usability evaluation, a total of 36 items consisting of 4 items for each instruction was developed. In all questions, examples are presented for the purpose of reinforcing concrete. All the items were judged by the 3-point scale. The observation results were provided through a radial chart allowing SWOT analysis of the universal design for learning of teachers. The developed checklist provides a description of the principles and guidelines in the checklist itself as it requires a thorough understanding by the observer of the universal design for learning through prior education. Based on the results of the study, the instruction criteria, the specificity of the criteria, the number of questions, and the method of arrangement were discussed. As a future research, this study proposed the characteristics of application of universal design for learning for each subject, the comparison with the observation results through the self-report teaching tool, and the continual revision and supplementation of the lecture checklist.Keywords: inclusion, universal design for learning, instruction analysis, instruction checklist
Procedia PDF Downloads 281252 Composing Method of Decision-Making Function for Construction Management Using Active 4D/5D/6D Objects
Authors: Hyeon-Seung Kim, Sang-Mi Park, Sun-Ju Han, Leen-Seok Kang
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As BIM (Building Information Modeling) application continually expands, the visual simulation techniques used for facility design and construction process information are becoming increasingly advanced and diverse. For building structures, BIM application is design - oriented to utilize 3D objects for conflict management, whereas for civil engineering structures, the usability of nD object - oriented construction stage simulation is important in construction management. Simulations of 5D and 6D objects, for which cost and resources are linked along with process simulation in 4D objects, are commonly used, but they do not provide a decision - making function for process management problems that occur on site because they mostly focus on the visual representation of current status for process information. In this study, an nD CAD system is constructed that facilitates an optimized schedule simulation that minimizes process conflict, a construction duration reduction simulation according to execution progress status, optimized process plan simulation according to project cost change by year, and optimized resource simulation for field resource mobilization capability. Through this system, the usability of conventional simple simulation objects is expanded to the usability of active simulation objects with which decision - making is possible. Furthermore, to close the gap between field process situations and planned 4D process objects, a technique is developed to facilitate a comparative simulation through the coordinated synchronization of an actual video object acquired by an on - site web camera and VR concept 4D object. This synchronization and simulation technique can also be applied to smartphone video objects captured in the field in order to increase the usability of the 4D object. Because yearly project costs change frequently for civil engineering construction, an annual process plan should be recomposed appropriately according to project cost decreases/increases compared with the plan. In the 5D CAD system provided in this study, an active 5D object utilization concept is introduced to perform a simulation in an optimized process planning state by finding a process optimized for the changed project cost without changing the construction duration through a technique such as genetic algorithm. Furthermore, in resource management, an active 6D object utilization function is introduced that can analyze and simulate an optimized process plan within a possible scope of moving resources by considering those resources that can be moved under a given field condition, instead of using a simple resource change simulation by schedule. The introduction of an active BIM function is expected to increase the field utilization of conventional nD objects.Keywords: 4D, 5D, 6D, active BIM
Procedia PDF Downloads 276251 Development and Usability Assessment of a Connected Resistance Exercise Band Application for Strength-Monitoring
Authors: J. A. Batsis, G. G. Boateng, L. M. Seo, C. L. Petersen, K. L. Fortuna, E. V. Wechsler, R. J. Peterson, S. B. Cook, D. Pidgeon, R. S. Dokko, R. J. Halter, D. F. Kotz
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Resistance exercise bands are a core component of any physical activity strengthening program. Strength training can mitigate the development of sarcopenia, the loss of muscle mass or strength and function with aging. Yet, the adherence of such behavioral exercise strategies in a home-based setting are fraught with issues of monitoring and compliance. Our group developed a Bluetooth-enabled resistance exercise band capable of transmitting data to an open-source platform. In this work, we developed an application to capture this information in real-time, and conducted three usability studies in two mixed-aged groups of participants (n=6 each) and a group of older adults with obesity participating in a weight-loss intervention (n=20). The system was favorable, acceptable and provided iterative information that could assist in future deployment on ubiquitous platforms. Our formative work provides the foundation to deliver home-based monitoring interventions in a high-risk, older adult population.Keywords: application, mHealth, older adult, resistance exercise band, sarcopenia
Procedia PDF Downloads 174250 Evaluation of UI for 3D Visualization-Based Building Information Applications
Authors: Monisha Pattanaik
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In scenarios where users have to work with large amounts of hierarchical data structures combined with visualizations (For example, Construction 3d Models, Manufacturing equipment's models, Gantt charts, Building Plans), the data structures have a high density in terms of consisting multiple parent nodes up to 50 levels and their siblings to descendants, therefore convey an immediate feeling of complexity. With customers moving to consumer-grade enterprise software, it is crucial to make sophisticated features made available to touch devices or smaller screen sizes. This paper evaluates the UI component that allows users to scroll through all deep density levels using a slider overlay on top of the hierarchy table, performing several actions to focus on one set of objects at any point in time. This overlay component also solves the problem of excessive horizontal scrolling of the entire table on a fixed pane for a hierarchical table. This component can be customized to navigate through parents, only siblings, or a specific component of the hierarchy only. The evaluation of the UI component was done by End Users of application and Human-Computer Interaction (HCI) experts to test the UI component's usability with statistical results and recommendations to handle complex hierarchical data visualizations.Keywords: building information modeling, digital twin, navigation, UI component, user interface, usability, visualization
Procedia PDF Downloads 137249 Study of Launch Recovery Control Dynamics of Retro Propulsive Reusable Rockets
Authors: Pratyush Agnihotri
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The space missions are very costly because the transportation to the space is highly expensive and therefore there is the need to achieve complete re-usability in our launch vehicles to make the missions highly economic by cost cutting of the material recovered. Launcher reusability is the most efficient approach to decreasing admittance to space access economy, however stays an incredible specialized hurdle for the aerospace industry. Major concern of the difficulties lies in guidance and control procedure and calculations, specifically for those of the controlled landing stage, which should empower an exact landing with low fuel edges. Although cutting edge ways for navigation and control are present viz hybrid navigation and robust control. But for powered descent and landing of first stage of launch vehicle the guidance control is need to enable on board optimization. At first the CAD model of the launch vehicle I.e. space x falcon 9 rocket is presented for better understanding of the architecture that needs to be identified for the guidance and control solution for the recovery of the launcher. The focus is on providing the landing phase guidance scheme for recovery and re usability of first stage using retro propulsion. After reviewing various GNC solutions, to achieve accuracy in pre requisite landing online convex and successive optimization are explored as the guidance schemes.Keywords: guidance, navigation, control, retro propulsion, reusable rockets
Procedia PDF Downloads 91248 An Educational Electronic Health Record with a Configurable User Interface
Authors: Floriane Shala, Evangeline Wagner, Yichun Zhao
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Background: Proper educational training and support are proven to be major components of EHR (Electronic Health Record) implementation and use. However, the majority of health providers are not sufficiently trained in EHR use, leading to adverse events, errors, and decreased quality of care. In response to this, students studying Health Information Science, Public Health, Nursing, and Medicine should all gain a thorough understanding of EHR use at different levels for different purposes. The design of a usable and safe EHR system that accommodates the needs and workflows of different users, user groups, and disciplines is required for EHR learning to be efficient and effective. Objectives: This project builds several artifacts which seek to address both the educational and usability aspects of an educational EHR. The artifacts proposed are models for and examples of such an EHR with a configurable UI to be learned by students who need a background in EHR use during their degrees. Methods: Review literature and gather professional opinions from domain experts on usability, the use of workflow patterns, UI configurability and design, and the educational aspect of EHR use. Conduct interviews in a semi-casual virtual setting with open discussion in order to gain a deeper understanding of the principal aspects of EHR use in educational settings. Select a specific task and user group to illustrate how the proposed solution will function based on the current research. Develop three artifacts based on the available research, professional opinions, and prior knowledge of the topic. The artifacts capture the user task and user’s interactions with the EHR for learning. The first generic model provides a general understanding of the EHR system process. The second model is a specific example of performing the task of MRI ordering with a configurable UI. The third artifact includes UI mock-ups showcasing the models in a practical and visual way. Significance: Due to the lack of educational EHRs, medical professionals do not receive sufficient EHR training. Implementing an educational EHR with a usable and configurable interface to suit the needs of different user groups and disciplines will help facilitate EHR learning and training and ultimately improve the quality of patient care.Keywords: education, EHR, usability, configurable
Procedia PDF Downloads 157