Usability and User Experience最新文献

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Experience compelling map: an auxiliary tool for user experience design in physical retail 体验吸引地图:实体零售中用户体验设计的辅助工具
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003217
Paulo Eduardo Hauqui Tonin, Elton Moura Nickel
{"title":"Experience compelling map: an auxiliary tool for user experience design in physical retail","authors":"Paulo Eduardo Hauqui Tonin, Elton Moura Nickel","doi":"10.54941/ahfe1003217","DOIUrl":"https://doi.org/10.54941/ahfe1003217","url":null,"abstract":"The growth of online shopping is a recognized phenomenon and its strength has become even more evident during the Covid-19 pandemic. Despite the ease and speed of digital retail, one cannot lose sight of the physical store, responsible for ensuring the vitality of urban centers and promoting a more humane shopping experience. Current market and consumer movements call for a “Phygital” reality, an expression designed to represent the intersection of physical (offline) and digital (online) commercial environments.Design is about people. According to Lowdermilk (2018), you cannot create products for users without going to them. User-Centered Design (UCD) emerged from Human-Computer Interaction (HCI) and essentially consists of a design methodology based on people's true needs and interests, developing products and services that are easy to understand and use. Deep knowledge of the public is the reason for the success of brands commonly associated with good commercial performance, after all, everything is created with the intention to be bought and thus become part of people's daily lives.An intrinsic relationship is found between Cognitive Ergonomics and User-Centered Design. Cognitive Ergonomics comes from Cognitive Psychology and its studies are linked to memory, concentration, attention, reasoning and decision-making processes. User Experience (UX), one of the focuses derived from User-Centered Design, addresses the entire experience that the user has with a product or service, including physical and emotional reactions (LOWDERMILK, 2018).Cognitive and behavioral methods, such as the focus group, have their original foundation in the disciplines of psychology and are strong allies of User-Centered Design and UX. These user assessment methods or techniques provide information about individuals' perceptions, cognitive processes and potential responses. The information obtained is perceived through sensory systems, which influence the way the user interacts with the task, his decision making and also satisfaction. Through these methods, users are placed at the center of the entire process of designing experiences (WICKENS, 1992).For Stanton (2006), no single method can, by itself, collect all the information necessary to conduct an effective research and, therefore, to achieve factual results, it is advisable to use a combination of methods. In the case of research involving retail, such methods can be personalized and related to the brand, its target audience and commercialized products. To facilitate users' understanding and ensure greater participation during a focus group session, for instance, a design thinking tool can be incorporated: the Experience Compelling Map. In this tool, accessed by Tonin during a “Design Thinking for Better Business” workshop held at The New School-PARSONS in 2018 and conducted by Melissa Rancourt, volunteers are invited to share insights from a structured exercise that sequentially maps the experience into five mome","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115399297","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Interface Design Evaluation of Educational APP for Preschool Children Based on Analytic Hierarchy Process 基于层次分析法的学前儿童教育APP界面设计评价
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001724
Jing Yang, Ziyi Wang
{"title":"Interface Design Evaluation of Educational APP for Preschool Children Based on Analytic Hierarchy Process","authors":"Jing Yang, Ziyi Wang","doi":"10.54941/ahfe1001724","DOIUrl":"https://doi.org/10.54941/ahfe1001724","url":null,"abstract":"To determine the optimal visual design mode for preschool children through the analytic hierarchy process and to establish a visual design method for early education apps. Methods: Using the English early education app as an example, the visual design elements were extracted using the focus group method, and their shapes were compared to those of existing similar apps on the market. Analytic hierarchy process was used to determine the weights of the two, and a design form suitable for early education applications was obtained. Conclusion: Analyzing the app interface design for preschool children using the analytic hierarchy process can in-crease learning efficiency and effectiveness, align the design with children’s habits, and improve the design’s usability.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126741053","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Product Design for Children's Life Education from the Perspective of Social Control Theory 社会控制理论视角下的儿童生命教育产品设计
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001739
Miao Liu, Hongzhao Qi
{"title":"Product Design for Children's Life Education from the Perspective of Social Control Theory","authors":"Miao Liu, Hongzhao Qi","doi":"10.54941/ahfe1001739","DOIUrl":"https://doi.org/10.54941/ahfe1001739","url":null,"abstract":"Childhood is the beginning of life, and education during this period is crucial to a person's growth. Life education is an important part of the basic education system, and life education for children is conducive to establishing the correct values of life from an early age, learning to respect and care for their own lives and the lives of others. Life education has always been the weakness of the Chinese education system, and the lack of awareness of life education among children from an early age has led to many tragedies. Life education in China is still in the exploratory stage, and the research and development of life education products for children is still insufficient, so it is of great social value to study how to design better life education products.This paper studies the product design of children's life education from the perspective of the Social Control Theory, which is a long-established criminological theory that studies how to comply with social rules and prevent impermissible behavior. The Social Bond Theory in Social Control Theory holds that the four key elements of \"attachment\", \"commitment\", \"involvement\" and \"belief\", also known as social bonds, help people reduce their criminal tendencies. Social Control Theory has been widely used in the study of juvenile delinquency, but few researchers currently apply it to the field of children’s life education, so it is a novel perspective and method to apply Social Control Theory to children's life education design research. It brings forward social control from crime prevention to promoting children's education, this is relevant and reasonable.This paper first uses the interdisciplinary research method, integrates the multidisciplinary knowledge of sociology and psychology to study and summarize the Social Control Theory, and combines Piaget's cognitive development theory and other educational theories to study children's life education, summarizes the connection between social control and children's life education, and constructs the basic framework of life education system from the perspective of social control. In this paper, we used python crawler to collect data about children's life education products and summarize the current situation of children's life education product design. The questionnaire method was used to obtain the data of approval degree of parents of kindergarten children for children's life education and in the investigation of the attributes of children's life education products they value. Design suggestions for children's life education products are provided from the perspective of the four aspects of the social bond of social control theory: attachment, commitment, involvement and belief.This paper summarizes the connection between Social Control Theory and children's life education. From the perspective of social control, the continued development of life education deficiency is deviance and crime, and the purpose of children's life education is firstly t","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122410927","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Evaluation of Online Education Service System Based on User Emotional Valence 基于用户情感效价的在线教育服务系统评价
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001734
Xuemei He, Ning Song
{"title":"Evaluation of Online Education Service System Based on User Emotional Valence","authors":"Xuemei He, Ning Song","doi":"10.54941/ahfe1001734","DOIUrl":"https://doi.org/10.54941/ahfe1001734","url":null,"abstract":"In the post-epidemic era, online education has developed rapidly. In order to improve the experience of online education services, this research uses user emotional valence as an evaluation variable to explore the evaluation methods of online education service systems. First, use the interactive contact matrix to deconstruct the system service interface, and set the evaluation indicators of the online education service system from the user and the user, the user and the system. Secondly, taking Tencent Classroom as the research object, based on the user's emotional evaluation, an online education service system evaluation experiment is designed. Taking learners' emotional pleasure, arousal, dominance, satisfaction and importance as measurement indicators, the multi-dimensional evaluation of the online education service system is completed. Finally, an online education service system evaluation model is constructed to provide a basis for system iterative optimization. At the same time, it provides effective ideas and feasible suggestions for enhancing the interest of online education services and users' learning initiative and enthusiasm.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128461537","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Small program design of learning tools based on user experience- Take "i remember" as an example 基于用户体验的学习工具小程序设计——以“i remember”为例
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003183
Yin Cui, Fan Zhang, Yun Chen, Shijun Ge
{"title":"Small program design of learning tools based on user experience- Take \"i remember\" as an example","authors":"Yin Cui, Fan Zhang, Yun Chen, Shijun Ge","doi":"10.54941/ahfe1003183","DOIUrl":"https://doi.org/10.54941/ahfe1003183","url":null,"abstract":"User experience is the evaluation criteria to measure the success of application tools. This paper constructs the evaluation criteria of user experience of wechat small program through literature research, and designs \"i remember\" small program according to this standard.This study is helpful to improve user experience satisfaction for the learning tools applet small program.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124586705","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Agile and reliable design decisions based on the perception of the target audience 基于目标受众感知的敏捷和可靠的设计决策
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003231
Raquel Marzo Roselló, Adrián Morales Casas, Vanessa Jimenez, Lia De Belda, Marta Valero, Mercedes Sanchís Almenara, Adrián Colomer Granero
{"title":"Agile and reliable design decisions based on the perception of the target audience","authors":"Raquel Marzo Roselló, Adrián Morales Casas, Vanessa Jimenez, Lia De Belda, Marta Valero, Mercedes Sanchís Almenara, Adrián Colomer Granero","doi":"10.54941/ahfe1003231","DOIUrl":"https://doi.org/10.54941/ahfe1003231","url":null,"abstract":"The conceptualization phase of a product plays a critical role in the design process. The decisions made during this phase directly affect the degree of innovation, quality of design solutions, costs involved, and overall competitiveness of the product. During this phase, a continuous process of accepting and rejecting options takes place, so that making decisions correctly becomes a very important activity for the company. However, decisions made during this phase often rely on subjective opinions, leading to uncertainty and errors. This paper presents the Waumap platform (https://waumap.ibv.org), that was developed as a methodological tool to involve potential consumers in the design process. This tool takes advantage of the potential of Artificial Intelligence (AI) to analyze in a standardized, agile and autonomous way the perception of the consumer expressed naturally by a representative sample of remote users, combining classical qualitative user research with natural language processing techniques.The paper shows also the results of the use cases carried out with different companies. In general, the companies state that the Waumap tool is very simple, intuitive and agile. They consider it very useful for their decision-making in their development processes, specifically, in the following application areas: new product concepts, supermarket shelf (physical and/or virtual), packaging and corporate image.The analysis of the perception of the consumers who have participated in the use cases have allowed to show that the automatic analysis of the user's perception through Artificial Intelligence reduces the time and effort of analysis to generate the keys that make it easier for companies to make decisions in the design of their products. The Waumap platform has positive implications for the decision-making process, facilitating a better integration of the target audience in the product conceptualization phase and offering the keys to design optimization from the point of view of market acceptance.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121616376","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
User Experience of Taiwan Railway Ticket Vending Machine 台湾铁路自动售票机的用户体验
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001699
Ching Yi Lee, Ching I Chen, M. Zheng
{"title":"User Experience of Taiwan Railway Ticket Vending Machine","authors":"Ching Yi Lee, Ching I Chen, M. Zheng","doi":"10.54941/ahfe1001699","DOIUrl":"https://doi.org/10.54941/ahfe1001699","url":null,"abstract":"Since its inception, the Taiwan Railway Ticket Vending Machine (TRA-TVM) has been used only by a few people because of its complex functions. Meanwhile, the Taiwan Railway ticket offices always have long queues. In light of this phenomenon, the Taiwan Railways Administration has released a new system in 2021. This study aims to determine whether the new system can meet users' needs to achieve an entirely self-service ticketing process.This study evaluated the usability, user psychology, and behavior of the TRA-TVM. Participants with different levels of self-efficacy (SE) were selected before the test. The sample consisted of 36 participants (16 males and 20 females) who didn't use the TRA-TVM before. In addition, the whole test was executed online. Conducted the evaluation as follows: (1) Filled out the questionnaires and finished the function sort of the TRA-TVM before the tasks to understand the participants' thoughts and past experiences. (2) Participants were asked to operate three tasks, one of which was related to the hardware interaction of the system. (3) At the end of each task, participants had a semi-structured interview to clarify how they operated during the task. (4) When finishing all the tasks, participants need to complete the QUIS and SUS questionnaires to indicate their evaluation of what they felt about this system.The results show a high error rate in the initial operation stage for the subjects when selecting the ticketing method and when customizing the station or the time of arrival and departure. The participants' performance showed that users made more errors in purchasing tickets than in operating other system functions and found that there is no absolute relationship between the level of SE and operational performance. Only in the \"Ticket Refund(Q6)\" function found a significant difference between the participants' SE and the number of errors. Those with high self-efficacy (HSE) had a significantly higher error rate for the refund function than those with low self-efficacy (LSE). In the semi-structured interview, HSE mentioned that they were unnoticed the feedback on the system and therefore were not sure how to operate it. Overall, the most often mentioned problem was \"Confused,\" like the order of the ticketing process and the logic of the operation. For example, some participants felt that the function of \"Seats Left(Q2)\" shouldn't be included as a ticketing method when purchasing a ticket. Or the current operational logic made it impossible for participants to understand that they couldn't use \"Express Ticket Purchase\" or \"Non-Reserved Trains\" to purchase an unreserved ticket with a bicycle. In addition, the users' initial mental model may cause the user to make poor decisions and may even intensify or reduce the users' feelings during the process. Future optimization of the system should be prioritized at two stages, namely the selection of the ticketing method and the customizing station or time of arrival and dep","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124103550","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Using Linear Regression to Investigate the Relationship Between User Experience and UX Components in Cryptocurrency Wallets 使用线性回归研究加密货币钱包中用户体验与用户体验组件之间的关系
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003229
Kimin Kwon, Sung H. Han
{"title":"Using Linear Regression to Investigate the Relationship Between User Experience and UX Components in Cryptocurrency Wallets","authors":"Kimin Kwon, Sung H. Han","doi":"10.54941/ahfe1003229","DOIUrl":"https://doi.org/10.54941/ahfe1003229","url":null,"abstract":"This study investigated the relationship between User Experience (UX) and UX components in cryptocurrency wallets. A user evaluation experiment was conducted on two selected cryptocurrency wallets, CoinUS and D’CENT, using 32 individuals with no prior experience. Participants were asked to perform tasks such as creating and restoring a cryptocurrency wallet and receiving and sending cryptocurrency. After each task, participants evaluated the overall UX and UX components, including usability, affect, sociability, social value, economic value, and trust, on a 101-point scale. Linear regression analysis was used to determine the relationship between UX and UX components. The results show that usability and trust are the key independent variables that affect UX, better usability leads to better UX, and a higher level of trust in the service offered also contributes to better UX.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"10 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130087664","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
User Experience in Modern Cars – Definition, Relevance and Challenges of Digital Automotive Applications 现代汽车的用户体验——数字汽车应用的定义、相关性和挑战
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003172
Alexander Kreis, Daniel Fragner, M. Hirz
{"title":"User Experience in Modern Cars – Definition, Relevance and Challenges of Digital Automotive Applications","authors":"Alexander Kreis, Daniel Fragner, M. Hirz","doi":"10.54941/ahfe1003172","DOIUrl":"https://doi.org/10.54941/ahfe1003172","url":null,"abstract":"User experience (UX) is very contextual, and it's usually understood as an interaction between users and products or services. The term user experience is often used in the context of websites and apps, but also in view of physical use of products. UX encompasses all the effects and experiences, whether physical or emotional, that customers experience before, during and after using products. In an automotive context, UX may begin with the external appearance of cars and continues throughout the entire usage until the driver and passengers leave the cars. If this UX is experienced as positive and satisfying, perception improves leading to increasing recommendation rates and reputation of the specific product and the behind lying manufacturer. Exemplary product characteristics that support good UX include visually appealing design, the joy of using a car, but also whether the drivers and passengers can identify with the product. In addition, the enjoyment of a particular product is not dispensable for a good UX, which is limited to the use of the product, but also has effects beyond that. In many product areas, UX is well described. There are also various definitions of how to achieve a good UX in certain product areas, but these recommendations are not universally applicable and often cannot be directly applied to other products. Looking at UX in the automotive industry, there is no clear definition of which parameters must be considered to achieve a good UX and how these parameters are categorized. In this context, the presented research introduces a methodology for evaluating the UX of modern cars. There are four main research questions underlying this paper: (1) How to define UX in terms of cars. (2) How can these definitions be applied and evaluated? (3) How do car manufacturers try to provide a good UX in modern cars? and (4) How can aspects of UX be included in the development processes of new cars? Through empirical research, key parameters have been identified to provide a definition of UX of modern cars. These parameters are then weighted according to a scientific approach using various methods and empirical studies. Based on the introduced definition, an exemplary modern premium car is evaluated to classify the actual state of UX. Furthermore, the combination of state-of-the-art UX in modern cars and the novel scientific approach to weight the different parameters is applied in exemplary use cases to point out the potential of the method to improve automotive development processes by integration of UX – related aspects even in early vehicle conception sequences.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130470850","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A controlled experiment using eye-tracking to evaluate the usability of the UDA-ERP system 采用眼动追踪技术对UDA-ERP系统的可用性进行评价
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003209
Catalina Astudillo-Rodriguez, Emilio Guzman, Patricia Margarita Ortega Chasi
{"title":"A controlled experiment using eye-tracking to evaluate the usability of the UDA-ERP system","authors":"Catalina Astudillo-Rodriguez, Emilio Guzman, Patricia Margarita Ortega Chasi","doi":"10.54941/ahfe1003209","DOIUrl":"https://doi.org/10.54941/ahfe1003209","url":null,"abstract":"The size and complexity of ERP systems demand investigating the ease-of-use characteristics required by business users. Usability testing provides essential information to determine errors and specific problems within a software product. This paper presents the results of a usability experiment using non-invasive tools to collect eye-tracking data to analyse and understand human behaviour. A controlled experiment for usability tests was carried out with the aid of an eye-tracking device and the application of the System Usability Scale (SUS) survey. The experiment involved expert teachers in the accounting area and students who are about to complete their studies in accounting. The methodology applied was the experimental process proposed by Wohlin. This methodology includes five tasks: scope definition, planning, execution, data analysis and interpretation, and presentation and dissemination. The experiment was guided by the descriptions of the specific tasks to be completed by the participants. The eye-tracking device GP3 collected participants' eye-gaze data while executing the task. Finally, participants completed the System Usability Scale (SUS) survey. The results show the feasibility of using eye-tracking devices jointly with the SUS survey to identify usability problems related to the graphic interface in the UDA-ERP system. The results suggest that the UDA-ERP system usability is functional, and the usability experiment methodology used in this study provides a practical approach for evaluating future ERP systems' usability.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134158253","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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