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1.
4th International Conference on Sustainable Technologies for Industry 4.0, STI 2022 ; 2022.
Article in English | Scopus | ID: covidwho-2321591

ABSTRACT

As the number of MS Teams, Zoom, and Google Meet users increases with online education, so do the privacy and security vulnerabilities. This study aims to investigate the privacy, security, and usability aspects of few tools that are frequently used for educational purposes by Bangladeshi universities. Consumer security, privacy, and usability are also concerns when it comes to online-based software. This study assesses the most commonly used tools that are used for online education based on three important factors: privacy, security, and usability. Assessment factors concerning the privacy, security, and usability aspects are initially identified. Afterwards, each of the applications was assessed and ranked by comparing their characteristics, functionalities, and terms and conditions (T&C) in contradiction of those factors. In addition, for the purpose of additional validation, a survey was carried out with 57 university students who were enrolled at one of several private universities in Bangladesh. Microsoft Teams, Zoom, and Google Meet have been ranked based on an evaluation of their security, privacy, and usability features, which was accomplished through the use of a knowledge base and a user survey. © 2022 IEEE.

2.
AIS SIGED International Conference on Information Systems Education and Research 2022 ; : 114-128, 2022.
Article in English | Scopus | ID: covidwho-2325537

ABSTRACT

This case study describes a usability testing course in which students learn by practicing several evaluation methods. The on-campus format makes it possible for teachers and students to meet to discuss recorded test sessions and students can observe other students' execution of pilot studies conducted on campus. The COVID-19 pandemic placed new demands on this course. In-person activities were avoided by some students and many test participants. Some student teams tried remote usability testing. Interestingly, screen recordings (with sound) of the test sessions show that remote testing sometimes helped the students focus more on observation and less on (inappropriately) guiding the test subjects. Another effect was that the students found it easier to recruit participants than during the previous years when the university was teeming with students, lecturers, and non-academic staff. However, the recruited participants were often notably limited to the students' circles of friends. © (2022) by Association for Information Systems (AIS) All rights reserved.

3.
3rd International Conference on Information Systems and Software Technologies, ICI2ST 2022 ; : 130-137, 2022.
Article in English | Scopus | ID: covidwho-2295275

ABSTRACT

Teaching cybersecurity to children is not a trivial task due to the complexity of explaining online-threat-related topics such as sexting or cyberbullying. Moreover, most of the courses designed to raise awareness in these controversial subjects has been mainly produced in English. However, during the Covid-19 pandemic, getting access to Spanish-based training for protecting children online became a priority for parents in countries such as Ecuador, which was not prepared to have children studying at home whilst being exposed to such threats. In this paper, we show that it is feasible to design a virtual course (MOOC) to teach cybersecurity to Spanish-speaking children with acceptable usability levels and minor usability issues. Our proposed methodology combines ADDIE, DPIPE and UDL for developing the course, and uses both SUS and Nielsen as methods to assess the MOOC from an usability point of view. For enhancing user engagement, our course uses novel 3D anthropomorphic characters and storyboards to aid the learning process. Regarding usability results, our proposed MOOC has very high and acceptable scores, with around 86/100 using the SUS scale, and less than 3 in the Nielsen score. © 2022 IEEE.

4.
26th International Computer Science and Engineering Conference, ICSEC 2022 ; : 230-234, 2022.
Article in English | Scopus | ID: covidwho-2269082

ABSTRACT

A new design of web-based translation, also known as easyTranslate, is proposed for non-native English-speaking students to translate a paragraph of academic text. However, there is a need to determine whether this new web-based translation is usable or not for students during the Covid-19 pandemic. Thus, this paper describes a remote moderated usability testing of a web-based translation. Five undergraduate students took part in the usability testing through an online video conferencing tool. The results showed that all students successfully completed the given tasks and the new web-based translation is considered usable. The advantages and challenges of the remote moderated usability testing are discussed. © 2022 IEEE.

5.
IEEE Access ; : 1-1, 2023.
Article in English | Scopus | ID: covidwho-2267432

ABSTRACT

Measurement of e-commerce usability based on static quantities variable is state-of-the-art because of the adoption of sequential tracing of the next phase in the categorical data. An offline static model is trained. A static model is trained offline. In other words, we train the model once and then use it for a set period of time. The global COVID-19 outbreak has completely disrupted society and drastically altered daily life. The concept refers to an electronic commerce network that appears with thorough, understandable conviction, demand, and rapid confirmation as a replacement for the economic market’s "brick-and-mortar" model, which replaces how we do everything, including business strategy, and provides a better understanding with the interpretation of e-commerce features. This study was supervised to analyses usability assessments using statistical methods, as well as security assessments using online e-commerce security scanner tools, in order to investigate e-business standards that take into account the caliber of e-services in e-commerce websites across Asian nations. The method was developed to optimize complex systems based on multiple criteria. The initial (supplied) weights are used to determine the compromise ranking list and compromise solution. This paper examines the usability of e-commerce in rural areas using a new data set from the Jharkhand region. On the e-commerce websites of Jharkhand, India, usability is commonly considered in conjunction with learnability, memorability, effectiveness, engagement, efficiency, and completeness. Using a user-oriented questionnaire testing method, this survey attempts to close the gaps mentioned above. Then, across each column, divide each value by the column-wise sum that is created using their corresponding value, whichever produces a new matrix B. Finally, determine the row-wise sum of matrix B that represents the (3 X 1) matrix. Using model trees and bagging, this study addresses classification-related issues. This regression technique is useful for problems involving classification. The model is trained using secondary data from the MBTI 16 personality factors affecting personality category. Author

6.
2022 IEEE International Conference on Computing, ICOCO 2022 ; : 392-397, 2022.
Article in English | Scopus | ID: covidwho-2258842

ABSTRACT

COVID-19 has changed how the world operates, and education is one of the sectors that are highly affected by these changes. Previously, mobile learning is just an optional or a supplementary learning method. However, with the increased in the number of COVID-19 cases around the world, education system has switched from the traditional face-to-face mode in a classroom setting, to an online learning environment. Learning using a mobile device or mobile learning is a concept that is new to most learners, especially those who have never before experienced an online learning setting. One of the prevalent factors that leads to ineffective mobile learning process is badly designed user interfaces that will disengage learners from learning materials presented, and increase the cognitive load of the learners. Among the factors that results in bad user interface is the violation of a user interface guideline/framework. Therefore, the main objective of this research-work is to evaluate the learners' cognitive load significance for mobile learning application by identifying Nielsen's Heuristics' violation. By implementing this study, important user interface design (UID) attributes that increase learner's cognitive load can be identified. Understanding how UID can affect the learners' cognitive load can assist designers in deciding which user interface designs that can improve or minimize learners' cognitive load. The outcome of this research will enable mobile learning application designers, developers, educators, teachers and people who are interested in developing a mobile learning application to deliver an effective mobile learning experience to learners. © 2022 IEEE.

7.
7th International Conference on Informatics and Computing, ICIC 2022 ; 2022.
Article in English | Scopus | ID: covidwho-2233587

ABSTRACT

The development of today's digital world has been running more rapidly at the time of the presence of covid-19 pandemics, in which all aspects of life are very dependent on digitalization that time, and companies keep doing the work of enhancing innovation in their businesses, which is the developing of IT such as mobile application. PT XYZ is one of the companies engaged in printing and digital services. PT XYZ uses the mobile application IT Support to assist technicians in completing reports of printer damage experienced by consumers. During the order services process, users oftenly feel that menu on mobile application IT Support not effective and efficient yet on helping them to process order service, the elements in the mobile application are inconsistent so it complicated the user. To improve and finding the usability problem specifically needed the process user experience evaluation mobile application with system usability scale (SUS) and retrospective think aloud (RTA). Total sample used in the research was 52 respondents from active user IT Support using purposive sampling technique. The SUS score result is 50.77 in grade D. The less satisfied, because the SUS score is still smaller than 68. Retrospective Think Aloud (RTA) results with 11 respondents showed problems with usability and needed recommendations for interface improvements. The result of user experience evaluation is user interface recommendation to enhance the technician's performance to be more optimal. () © 2022 IEEE.

8.
19th International Bhurban Conference on Applied Sciences and Technology, IBCAST 2022 ; : 682-688, 2022.
Article in English | Scopus | ID: covidwho-2213198

ABSTRACT

As a result of COVID-19, a lot of users in Pakistan switched to online banking. However, the most significant obstacles to the widespread use of online banking applications are security and usability concerns.This research aims to analyze the security and usability of online banking applications in Pakistan. An investigation of security, usability, users' education, and comparison with international online banking applications is carried out in this study. In the first phase of this study, a survey was conducted on 302 participants to collect data from end-users perspectives in Pakistan. The statistical analysis tool SPSS was used to analyze the survey findings. In the second phase of this study, a limited number of experts were interviewed to better understand the survey findings. Survey and interview findings were compared to highlight the strength and weaknesses of online banking applications in Pakistan. Additionally, this study aims to identify users' needs and provide suggestions for improving the acceptance and usage of online banking applications in Pakistan.The results indicate that the use of mobile banking is relatively high as compared to other online banking applications. Most users are not familiar with all the features, and functions provided in online banking. Users are still experiencing significant difficulties in logging in, especially after a long time of inactivity. Additional authentication other than OTP is needed at the time of the transaction. Users should be educated about security features and security measures to avoid online attacks while banking online. It is hoped that the findings of this study will help online banking service providers in Pakistan to recognize usability, security, and user education issues and make their services more secure, usable, and convenient. Additionally, this study aims to identify users' needs and provide suggestions for improving the acceptance and usage of online banking applications in Pakistan. © 2022 IEEE.

9.
2022 International Conference on Innovation and Intelligence for Informatics, Computing, and Technologies, 3ICT 2022 ; : 519-525, 2022.
Article in English | Scopus | ID: covidwho-2213126

ABSTRACT

Many higher education institutions moved to online learning settings due to the COVID-19 pandemic and continued using online settings entirely or in a blended learning format. Usability and design interactivity are essential components of Human-Computer Interaction (HCI), which need to be frequently measured and studied to ensure successful users' adoption of learning management systems (LMS) for higher education institutions and to achieve deep learning and improve students' engagement. This paper examines the usability level of the Blackboard Ultra interface perceived by two groups of users, faculty members and students at the College of Applied Studies (CAS) at the University of Bahrain (UoB). It investigates if a correlation exists between the results of each group. In addition, it studies demographic factors influencing users' perceived usability. This study uses a usability metric called Website Analysis and Measurement Inventory (WAMMI) to evaluate perceived usability. WAMMI measures five usability sub-scales: Attractiveness, Controllability, Efficiency, Helpfulness, and Learnability. Results indicate that Blackboard Ultra achieved an acceptable level of global usability score by both groups. Moreover, no significant differences were found between students' and faculty's perceptions of usability except for the efficiency sub-scale. Furthermore, the learnability sub-scale scored the least among students and faculty members, resembling a neutral usability level. The study also found that a higher frequency of BB usage resulted in higher levels of perceived usability. Based on the findings, the study proposes recommendations to improve Blackboard Ultra's usability level further among students and academic faculty members. © 2022 IEEE.

10.
24th International Conference on Human-Computer Interaction, HCII 2022 ; 13517 LNCS:142-165, 2022.
Article in English | Scopus | ID: covidwho-2173838

ABSTRACT

The increasingly rapid spread of information about COVID-19 on the web calls for automatic measures of credibility assessment [18]. If large parts of the population are expected to act responsibly during a pandemic, they need information that can be trusted [20]. In that context, we model the credibility of texts using 25 linguistic phenomena, such as spelling, sentiment and lexical diversity. We integrate these measures in a graphical interface and present two empirical studies to evaluate its usability for credibility assessment on COVID-19 news. Raw data for the studies, including all questions and responses, has been made available to the public using an open license: https://github.com/konstantinschulz/credible-covid-ux. The user interface prominently features three sub-scores and an aggregation for a quick overview. Besides, metadata about the concept, authorship and infrastructure of the underlying algorithm is provided explicitly. Our working definition of credibility is operationalized through the terms of trustworthiness, understandability, transparency, and relevance. Each of them builds on well-established scientific notions [41, 65, 68] and is explained orally or through Likert scales. In a moderated qualitative interview with six participants, we introduce information transparency for news about COVID-19 as the general goal of a prototypical platform, accessible through an interface in the form of a wireframe [43]. The participants' answers are transcribed in excerpts. Then, we triangulate inductive and deductive coding methods [19] to analyze their content. As a result, we identify rating scale, sub-criteria and algorithm authorship as important predictors of the usability. In a subsequent quantitative online survey, we present a questionnaire with wireframes to 50 crowdworkers. The question formats include Likert scales, multiple choice and open-ended types. This way, we aim to strike a balance between the known strengths and weaknesses of open vs. closed questions [11]. The answers reveal a conflict between transparency and conciseness in the interface design: Users tend to ask for more information, but do not necessarily make explicit use of it when given. This discrepancy is influenced by capacity constraints of the human working memory [38]. Moreover, a perceived hierarchy of metadata becomes apparent: the authorship of a news text is more important than the authorship of the algorithm used to assess its credibility. From the first to the second study, we notice an improved usability of the aggregated credibility score's scale. That change is due to the conceptual introduction before seeing the actual interface, as well as the simplified binary indicators with direct visual support. Sub-scores need to be handled similarly if they are supposed to contribute meaningfully to the overall credibility assessment. By integrating detailed information about the employed algorithm, we are able to dissipate the users' doubts about its anonymity and possible hidden agendas. However, the overall transparency can only be increased if other more important factors, like the source of the news article, are provided as well. Knowledge about this interaction enables software designers to build useful prototypes with a strong focus on the most important elements of credibility: source of text and algorithm, as well as distribution and composition of algorithm. All in all, the understandability of our interface was rated as acceptable (78% of responses being neutral or positive), while transparency (70%) and relevance (72%) still lag behind. This discrepancy is closely related to the missing article metadata and more meaningful visually supported explanations of credibility sub-scores. The insights from our studies lead to a better understanding of the amount, sequence and relation of information that needs to be provided in interfaces for credibility assessment. In particular, our integration of software metadata contributes to the more holistic notion of credibility [47, 72] that has become popular in recent years Besides, it paves the way for a more thoroughly informed interaction between humans and machine-generated assessments, anticipating the users' doubts and concerns [39] in early stages of the software design process [37]. Finally, we make suggestions for future research, such as proactively documenting credibility-related metadata for Natural Language Processing and Language Technology services and establishing an explicit hierarchical taxonomy of usability predictors for automatic credibility assessment. © 2022, Springer Nature Switzerland AG.

11.
24th International Conference on Human-Computer Interaction, HCII 2022 ; 1655 CCIS:146-152, 2022.
Article in English | Scopus | ID: covidwho-2173725

ABSTRACT

Recently, due to the coronavirus pandemic, we are experiencing a revolution that is transforming the way, the education has now shifted to an "physical plus digital” or "phygital” multimodal. This paper analyses the students' behavioral intention to the phygital learning, meaning how students use online learning platform (e.g. Moodle), collaboration application (e.g. Microsoft teams), chat application (e.g. Wechat) and device (e.g. smartphone, laptop) of a course. For the evaluation purpose is followed by using the Semantic Differential Technique to distinguish the usage attitude of computer and smartphone. The Usage Questionnaire is followed by the System Usability Scale (SUS), which is a Human Computer Interaction (HCI) based approach, and the Technology Acceptance Model (TAM), which is an Information Systems (IS) based approach. The sample size consisted of 68 participants completed the survey questionnaire measuring their responses to perceived usefulness (PU), perceived ease of use (PEOU) and attitudes towards usage (ATU). Through simultaneously both these instruments in one work for the purpose of usability evaluation. By doing so, this work attempts to streamline and unify the process of usability evaluation. Results that are obtained from a large-scale survey of university students show the attitudes towards usage on phygital learning. Moreover, this work also considers the digital-divide aspect (mobile v.s. web environment) whether it has any effect on the perceived usability. Results show that the multiple education modal could reduce the stress on the learning. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

12.
35th Annual ACM Symposium on User Interface Software and Technology, UIST 2022 ; 2022.
Article in English | Scopus | ID: covidwho-2138166

ABSTRACT

Relational agents (RAs) have shown effectiveness in various health interventions with and without healthcare professionals (HCPs) and hospital facilities. RAs have not been widely researched in COVID-19 context, although they can give health interventions during the pandemic. Addressing this gap, this work presents an early usability evaluation of a prototypical RA, which is iteratively designed and developed in collaboration with infected patients (n=21) and two groups of HCPs (n=19, n=16) to aid COVID-19 patients at various stages about four main tasks: testing guidance, support during self-isolation, handling emergency situations, and promoting post-infection mental well-being. The prototype obtained an average score of 58.82 on the system usability scale (SUS) after being evaluated by 98 people. This result implies that the suggested design still needs to be improved for greater usability and adoption. © 2022 Owner/Author.

13.
3rd International Conference on Intelligent Computing, Instrumentation and Control Technologies, ICICICT 2022 ; : 362-368, 2022.
Article in English | Scopus | ID: covidwho-2136266

ABSTRACT

Educational institutes across India have closed due to COVID-19 pandemic which has jeopardized academic schedules. To maintain their academic activities, several Indian educational institutes have shifted to online learning platforms. However, there are still questions about the effectiveness, design, and readiness of e-learning. In light of this fact, E-learning still tends to be controversial. As a result, it is inevitable to design an application with greater usability. In this paper, a novel application tool is developed and the design is proposed to enhance student knowledge and facilitate their study process, so they can study in comfort at home. The proposed system allows students to receive personalized educational assistance and also allows the students to get instant responses to all their questions throughout the day via a voice-enabled chatbot. It facilitates the connection between students and tutors, as well as the awarding of mind coins and badges based on how well they do, motivating them to learn more. Data analytics is incorporated and usability is measured. The result shows that the proposed system has greater usability resulting in a progressive improvement in the student's performance. © 2022 IEEE.

14.
16th European Conference on Games Based Learning, ECGBL 2022 ; 2022-October:648-650, 2022.
Article in English | Scopus | ID: covidwho-2112212

ABSTRACT

Supporting students in building psychological resilience is crucial considering the COVID-19 pandemic's effect on the population's mental health. Psychological resilience refers to finding ways to cope with stress and achieve goals despite obstacles. It is an important life skill that has become highly relevant in the post-pandemic era. Mobile devices and applications are becoming integral to users' self-monitoring of health data for their access, convenience, and cost advantages. Most resilience apps target specific professional groups, are not gamified, and lack solid theoretical foundations. Phone-based sensor data collected using Internet of Things (IoT) technology allow for new ways to measure psychological health and provide personalized recommendations. However, none of the existing gamified apps on resilience used IoT. None of the existing resilience apps refers to behavioral change techniques. The proposed resilience app addresses these gaps in the literature. This paper describes the design of a prototype for a gamified, theory-based mobile app that utilizes IoT to provide personalized data and support undergraduates' resilience in the "new normal" of the pandemic. The poster also provides preliminary data on undergraduates' feasibility and usability evaluation of the prototype, focusing on first-year students. Users set one of three goals daily (focusing on studying, engaging in physical exercise, and socializing), monitor their progress towards achieving them, and receive points and badges when reaching their goals. Goal setting, progress monitoring, and self-reflection at the end of each day are connected to a) self-reported data (e.g., through the use of a short, validated mental health survey that automatically calculates users' level of anxiety) and b) objectively measured data through the use of IoT (accelerometer and noise sensors) in the app. Users can share their badges on their social media networks. Thirty first-year undergraduates (M=18.41 years old, SD=0.57) tested the prototype resilience app and completed an evaluation questionnaire examining feasibility and usability. Neutral to positive responses (M=3.32 out of 5) were received for all functions indicating feasibility. Design usability was evaluated as satisfactory (System Usability Score=70.3). Future research will evaluate the app in a quasi-experimental setting. Implications for the design of gamified mobile apps for health are drawn. © 2022 Dechema e.V.. All rights reserved.

15.
IEEE Access ; : 1-1, 2022.
Article in English | Scopus | ID: covidwho-2037809

ABSTRACT

Software development methods have been evolved to enable producing usable systems rapidly while considering all requirements. Several studies have focused on the need to balance between rapid development and capturing requirements related to user experience and business workflow. This balance has become more urging during COVID19 because many businesses want to quickly transfer to usable electronic systems that are accurate, efficient, easy to learn, satisfy users and support remote work. Therefore, this paper proposes a framework by integrating Rapid Application Development (RAD) method with Participatory Design (PD) method for enabling rapid production of usable systems. Both RAD and PD consist of design stages that can overlap and generate new phases where users participate in the design process and accelerate the production. Five usability tests are also added to the framework to validate the usability of the design at all stages. The Action Research method is used to assess the framework empirically in a context of an urgent need to an electronic system, and qualitative data analyses were conducted. The results show that the framework can be adopted by software companies because it satisfies the requirements of adopting software development methods. Also, the system developed using the framework is usable. The paper concludes that COVID19 affects software development by emphasizing rapid development while maintaining workflow. Also, using video conference for remote design assists in meeting users more frequently and in creating concise requirement documentation. Author

16.
43rd Conference of the South African Institute of Computer Scientists and Information Technologists, SAICSIT 2022 ; 85:243-256, 2022.
Article in English | Scopus | ID: covidwho-2026412

ABSTRACT

During the COVID-19 pandemic and mandated global lockdowns, people and businesses started the extensive use of video-conferencing applications for staying connected. This surge in demand and the usability of video-conferencing services has been severely overlooked in developing countries like South Africa, where one-third of adults rely on mobile devices to access the internet, and the per-gigabyte data cost is among the highest in Africa. Considering these numbers, we conduct a two-pronged study where 1) we measure data consumption of different Android apps through data measurement experiments and 2) we conduct interviews and usability assessments with bandwidth-constrained users to better understand the usability and Quality of Experience (QoE) of mobile video-conferencing apps. Usability is the degree to which specified users can use a product to achieve specified goals. In contrast, QoE measures the subjective perception of the quality of an application and the level of delight or annoyance with a service. The key benefit of this study will be to inform organisations that seek to be inclusive about these tools’ relative usability by letting them know about the factors influencing users’ QoE. © 2022, EasyChair. All rights reserved.

17.
19th International Conference on Ubiquitous Robots, UR 2022 ; : 243-247, 2022.
Article in English | Scopus | ID: covidwho-2019017

ABSTRACT

With the COVID-19 outbreak, people with disabilities have faced difficulties in managing their health owing to restrictions on medical access and use. Therefore, this study aimed to develop an Internet of Things-based health information-sharing mobile app for the disabled and their caregivers and evaluate its usability in maintaining access to health care services. As a first step, 19 user needs were evaluated through the Daily Health app 1.0, developed for the disabled by the National Rehabilitation Center. Based on these needs, the study participants proceeded with mind maps and personas to derive the User Interface. Subsequently, the Daily Health 2.0 program was designed, and heuristic and usability evaluations were conducted by experts. The Daily Health app 2.0 beta version was developed by modifying the detailed functions and design of the app based on the results of experts' opinions. Finally, a usability evaluation was conducted for app users. The app developed in this study will contribute to the efficient health management of people with disabilities in non-face-to-face situations. When combined with robot technology, it is expected that more effective health management will be possible by replacing physical functions that are difficult for people with disabilities. © 2022 IEEE.

18.
9th International Conference on Well-Being in the Information Society, WIS 2022 ; 1626 CCIS:140-157, 2022.
Article in English | Scopus | ID: covidwho-2013993

ABSTRACT

The COVID-19 pandemic has impacted globally on many industries worldwide (e.g., business and tourism). It has also caused unprecedented disruption to Thailand’s educational system. For instance, regular face-to-face classrooms had been temporarily stopped and moved to full-time online learning in which educators and students have used commercially available e-learning platforms (e.g., Moodle) and conferencing tools (e.g., Zoom). Although e-learning platforms and conferencing tools have shown benefits for both educators and learners, social interaction is limited on such platforms. Alternative solutions such as Virtual Reality (VR) technologies have shown promise to solve these challenges;however, research is limited in using such VR technologies in higher education in Thailand. To fill these gaps, we conducted a comparative usability study of three different learning platforms (three-dimensional VR – Spatial.io, two-dimensional VR – Gather.town, and Zoom application) to understand differences in usability and user experiences in terms of students’ engagement, enjoyment, and their sociability in learning. Findings suggest that due to its game-like environment and user-friendly features and user interface, Gather.town is the most promising alternative for online learning in higher education in Thailand. This study suggests opportunities for using game-like virtual classrooms for students to improve their engagement in learning. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

19.
J Med Eng Technol ; 46(6): 433-447, 2022 Aug.
Article in English | MEDLINE | ID: covidwho-2001047

ABSTRACT

This paper provides an overview of the usability engineering process and relevant standards informing the development of medical devices, together with adaptations to accommodate situations such as global pandemics where use of traditional face-to-face methods is restricted. To highlight some of those adaptations, a case study of a project developing a novel electronic rehabilitation device is referenced, which commenced in November 2020 amidst the COVID-19 pandemic. The Sheffield Adaptive Patterned Electrical Stimulation (SHAPES) project, led by Sheffield Teaching Hospitals NHS Foundation Trust (STH), aimed to design, manufacture and trial an intervention for use to treat upper arm spasticity after stroke. Presented is an outline and discussion of the challenges experienced in developing the SHAPES health technology intended for at-home use by stroke survivors and in implementing usability engineering approaches. Also highlighted, are the benefits that arose, which can offer easier involvement of vulnerable users and add flexibility in the ways that user feedback is sought. Challenges included: restricted travel; access to usual prototyping facilities; social distancing; infection prevention and control; availability of components; and changing work pressures and demands. Whereas benefits include: less travel; less time commitment; and greater scope for participants with restricted mobility to participate in the process. The paper advocates a more flexible approach to usability engineering and outlines the onward path for development and trialling of the SHAPES technology.


Subject(s)
COVID-19 , Stroke Rehabilitation , Stroke , Arm , Humans , Pandemics , Stroke/therapy
20.
11th International Conference on Design, User Experience, and Usability, DUXU 2022 Held as Part of the 24th HCI International Conference, HCII 2022 ; 13322 LNCS:279-294, 2022.
Article in English | Scopus | ID: covidwho-1919655

ABSTRACT

Driven by both technological advances and the onset of COVID, online resources have become ever more integrated into modern education. However, foreign language learning has been especially difficult in a virtual environment because the high degree of interactivity and adaptation necessary of language learning is often absent from online tools. Existing online resources which are popular among foreign language students – ranging from the self-study app Duolingo to the flashcard app Quizlet – all carry substantial shortfalls. Namely, these systems are individual-based and lack the collaboration between parents, students, and teachers which is often vital to student success. Utilizing relevant psychological principles, we consider the algorithmic and interface aspects of a prototype design for a Chinese learning application which can be integrated into the classroom to promote support between parents and students. We also conducted cognitive walkthrough and heuristic evaluation to assess the usability of the prototype’s interface. The results found that the interface was majorly intuitive despite some minor violation of heuristic principles. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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