Search results for "usability"
showing 10 items of 327 documents
The Acquisition of Computational Thinking through Mentoring: An Exploratory Study
2020
Educational robotics are commonly present in kindergarten and primary school classrooms, particularly Bee-bot. Its ease of use allows the introduction of computer programming to young children in educational contexts from a science, technology, engineering, arts, and mathematics (STEAM) perspective. Despite this rise, there are still few investigations that collect evidence on the effectiveness of robotic interventions. Although mentoring experiences with robotics had been carried out in educational contexts, this work explores their effect on the acquisition of computational thinking skills through mentoring. Participants from the second grade, aged seven through eight years, were exposed …
Coupled fixed point theorems for multi-valued nonlinear contraction mappings in partially ordered metric spaces
2011
Abstract In this paper, we establish two coupled fixed point theorems for multi-valued nonlinear contraction mappings in partially ordered metric spaces. The theorems presented extend some results due to Ciric (2009) [3] . An example is given to illustrate the usability of our results.
Toward a holistic environmental impact assessment of marble quarrying and processing: proposal of a novel easy-to-use IPAT-based method.
2016
Marble is a natural dimension stone that is widely used in building due to its resistance and esthetic qualities. Unfortunately, some concerns have arisen regarding its production process because quarrying and processing activities demand significant amounts of energy and greatly affect the environment. Further, performing an environmental analysis of a production process such as that of marble requires the consideration of many environmental aspects (e.g., noise, vibrations, dust and waste production, energy consumption). Unfortunately, the current impact accounting tools do not seem to be capable of considering all of the major aspects of the (marble) production process that may affect th…
GraphoGame SI: the development of a technology-enhanced literacy learning tool for Standard Indonesian
2018
Early intervention programs are generally considered the most efficient and beneficial approach to providing support to struggling beginning readers. This paper discusses the theoretical background, development, and design of, as well as the first results obtained with, GraphoGame for Standard Indonesian, a technology-enhanced learning environment that trains the basic skills of reading by high but playful exposure to grapheme-phoneme coupling. The results of the pilot study assessing the usability of the program in 69 first-graders show that the more the students with low pre-test phonological skills were exposed to the game, the better their post-test performance on reading and decoding f…
Touch Screen Rehabilitation System Prototype Based on Cognitive Exercise Therapy
2014
In recent years the number of rehabilitation patients all over the world is rapidly increasing as society ages and stroke and dementia spread. Continuous rehabilitation helps physical and mental maintenance and recovery. However, the recovery process involves hard and dull work which can result in the patient abandoning the treatment. This problem requires a solution both effective and agreeable. Nowadays, cognitive exercise therapies are widely used to combine mental and physical function recovery. We introduce touch panel ad-hoc developed games into this therapy, motivating the user to actively participate in the rehabilitation and making the whole process reliable and days touch screens …
Studying the User Experience in Online Banking Services: An Eye-Tracking Application
2019
Abstract Neuromarketing as research method contrbutes to understanding consumer behavior a step further than traditional marketing research. The aim of the current study is to explore the usability and cognitive understanding of banking services webpages. In this regard, the theoretical part of the article reviews the relevant literature related to neuromarketing as research method and the use of eye-tracker as research technique. Further on, a two-step research design was developed for studying the consumers’ attention and memory during and after viewing two Romanian banking services websites. The results showed that the way information is structured and presented on the webpages influence…
Use and Identification of Components in Component-Based Software Development Methods
2000
New software systems are needed ever more but to keep up with this trend software developers must learn to create quality software more efficiently. One approach is to (re-)use components as building blocks of the new software. Recently there has been more interest to create component-based software development methods to support this. In this article we first set out requirements for reuse-based software development and then evaluate three component-based methods, namely Catalysis, OMT++, and Unified Process. As a conclusion we argue that evaluated methods produce prefabricated components and that component-based means that software developers can change better components to existing syste…
Why Some Internet Users Don’t Buy Air Tickets Online
2010
This work attempts to identify the determinant variables that make some Internet users not to buy airline tickets online. The Technology Acceptance Model (TAM) and the Theory of Planned Behaviour (TPB) have been used as the conceptual reference framework, with the addition of the influence of perceived risk and trust. The results of the empirical study of Internet users who never have purchased an airline ticket online suggest that both subjective norm and attitude have a direct influence on airline ticket purchase intention. Ease of use has also proved to be a significant variable, because it has an indirect influence on behaviour through perceived usefulness, trust and risk. Risk, trust a…
Do Women in Nepal Like Playing a Mobile Game? MANTRA: A Mobile Gamified App for Improving Healthcare Seeking Behavior in Rural Nepal
2021
In Low and Middle Income Countries (LMIC), one of the causes of maternal and child mortality is a lack of medical knowledge and consequently the inability to seek timely healthcare. Mobile health (mHealth) technology is gradually becoming a universal intervention platform across the globe due to ubiquity of mobile phones and network coverage. MANTRA is a novel mHealth intervention developed to tackle maternal and child health issues through a serious mobile game app in rural Nepal, which demonstrated a statistically significant knowledge improvement in rural women. This paper explores the perceptions and usability of the MANTRA app amongst rural women and Female Community Health Volunteers …
User Evaluation of the Smartphone Screen Reader VoiceOver with Visually Disabled Participants
2018
Touchscreen assistive technology is designed to support speech interaction between visually disabled people and mobile devices, allowing hand gestures to interact with a touch user interface. In a global perspective, the World Health Organisation estimates that around 285 million people are visually disabled with 2/3 of them over 50 years old. This paper presents the user evaluation of VoiceOver, a built-in screen reader in Apple Inc. products, with a detailed analysis of the gesture interaction, familiarity and training by visually disabled users and the system response. Six participants with prescribed visual disability took part in the tests in a usability laboratory under controlled con…