Abstract: eHealth is undoubtedly emerging as a promising vehicle to provide information for individual self-care management. However, the accessing ability, reading strategies and navigating behavior between higher literacy users and lower literacy users are significantly different. Yet, ways to tailor audiences’ health literacy and develop appropriate eHealth to feed their need become a big challenge. The purpose of this study is to compare the educational effectiveness of eHealth to deliver health knowledge between higher literacy users and lower literacy users, thus establishing useful design strategies of eHealth for users with different level of health literacy. The study was implemented in four stages, the first of which developed a website as the testing media to introduce health care knowledge relating to children’s allergy. Secondly, a reliability and validity test was conducted to make sure that all of the questions in the questionnaire were good indicators. Thirdly, a pre-post knowledge test was conducted with 66 participants, 33 users with higher literacy and 33 users with lower literacy respectively. Finally, a usability evaluation survey was undertaken to explore the criteria used by users with different levels of health literacy to evaluate eHealth. The results demonstrated that the eHealth Intervention in both groups had a positive outcome. There was no significant difference between the effectiveness of eHealth intervention between users with higher literacy and users with lower literacy. However, the average mean of lower literacy group was marginally higher than the average mean of higher literacy group. The findings also showed that the criteria used to evaluate eHealth could be analyzed in terms of the quality of information, appearance, appeal and interaction, but the users with lower literacy have different evaluation criteria from those with higher literacy. This is an interdisciplinary research which proposes the sequential key steps that incorporate the planning, developing and accessing issues that need to be considered when designing eHealth for patients with varying degrees of health literacy.
Abstract: Current production-oriented factories need maintenance operators to work in shifts monitoring and inspecting complex systems and different equipment in the situation of mechanical breakdown. Augmented reality (AR) is an emerging technology that embeds data into the environment for situation awareness to help maintenance operators make decisions and solve problems. An application was designed to identify the problem of steam generators and inspection centrifugal pumps. The objective of this research was to find the best medium of AR and type of problem solving strategies among analogy, focal object method and mean-ends analysis. Two scenarios of inspecting leakage were temperature and vibration. Two experiments were used in usability evaluation and future innovation, which included decision-making process and problem-solving strategy. This study found that maintenance operators prefer build-in magnifier to zoom the components (55.6%), 3D exploded view to track the problem parts (50%), and line chart to find the alter data or information (61.1%). There is a significant difference in the use of analogy (44.4%), focal objects (38.9%) and mean-ends strategy (16.7%). The marked differences between maintainers and operators are of the application of a problem solving strategy. However, future work should explore multimedia information retrieval which supports maintenance operators for decision-making.
Abstract: The website developer and designer should follow usability guidelines to provide a user-friendly interface. Many guidelines and heuristics have been developed by previous studies to help both the developer and designer in this task, but E-government websites are special cases that require specialized guidelines. This paper introduces a set of 18 guidelines for evaluating the usability of e-government websites in general and Arabic e-government websites specifically, along with a check list of how to apply them. The validity and effectiveness of these guidelines were evaluated against a variety of user characteristics. The results indicated that the proposed set of guidelines can be used to identify qualitative similarities and differences with user testing and that the new set is best suited for evaluating general and e-governmental usability.
Abstract: Software Reusability is primary attribute of software
quality. There are metrics for identifying the quality of reusable
components but the function that makes use of these metrics to find
reusability of software components is still not clear. These metrics if
identified in the design phase or even in the coding phase can help us
to reduce the rework by improving quality of reuse of the component
and hence improve the productivity due to probabilistic increase in
the reuse level. In this paper, we have devised the framework of
metrics that uses McCabe-s Cyclometric Complexity Measure for
Complexity measurement, Regularity Metric, Halstead Software
Science Indicator for Volume indication, Reuse Frequency metric
and Coupling Metric values of the software component as input
attributes and calculated reusability of the software component. Here,
comparative analysis of the fuzzy, Neuro-fuzzy and Fuzzy-GA
approaches is performed to evaluate the reusability of software
components and Fuzzy-GA results outperform the other used
approaches. The developed reusability model has produced high
precision results as expected by the human experts.
Abstract: Mobile learning (M-learning) integrates mobile
devices and wireless computing technology to enhance the current
conventional learning system. However, there are constraints which
are affecting the implementation of platform and device independent
M-learning. The main aim of this research is to fulfill the following
main objectives: to develop platform independent mobile learning
tool (M-LT) for structured programming course, and evaluate its
effectiveness and usability using ADDIE instructional design model
(ISD) as M-LT life cycle. J2ME (Java 2 micro edition) and XML
(Extensible Markup Language) were used to develop platform
independent M-LT. It has two modules lecture materials and quizzes.
This study used Quasi experimental design to measure effectiveness
of the tool. Meanwhile, questionnaire is used to evaluate the usability
of the tool. Finally, the results show that the system was effective and
also usability evaluation was positive.
Abstract: Evaluation of educational portals is an important
subject area that needs more attention from researchers. A university
that has an educational portal which is difficult to use and interact by
teachers or students or management staff can reduce the position and
reputation of the university. Therefore, it is important to have the
ability to make an evaluation of the quality of e-services the
university provide to improve them over time.
The present study evaluates the usability of the Information
Technology Faculty portal at University of Benghazi. Two evaluation
methods were used: a questionnaire-based method and an online
automated tool-based method. The first method was used to measure
the portal's external attributes of usability (Information, Content and
Organization of the portal, Navigation, Links and Accessibility,
Aesthetic and Visual Appeal, Performance and Effectiveness and
educational purpose) from users' perspectives, while the second
method was used to measure the portal's internal attributes of
usability (number and size of HTML files, number and size of images,
load time, HTML check errors, browsers compatibility problems,
number of bad and broken links), which cannot be perceived by the
users. The study showed that some of the usability aspects have been
found at the acceptable level of performance and quality, and some
others have been found otherwise. In general, it was concluded that
the usability of IT faculty educational portal generally acceptable.
Recommendations and suggestions to improve the weakness and
quality of the portal usability are presented in this study.
Abstract: Online news websites are one of the main and wide areas of Mass Media. Since the nineties several Jordanian newspapers were introduced to the World Wide Web to reach various and large numbers of audiances. Examples of these newspapers that have online version are Al-Rai, Ad-Dustor and AlGhad. Other pure online news websites include Ammon and Rum. The main aim of this study is to evaluate online newspaper websites using two assessment measures; usability and web content. This aim is achieved by using a questionnaire based evaluation which is based on the definition of usability and web content in the ISO document as the standard number 9241-part 11. The results are obtained based on 204 audiences- responses. The results of the research showed that the usability factor is relatively good for all Jordanian online newspapers whereas the web content factor is moderate.
Abstract: The requirement to improve software productivity has
promoted the research on software metric technology. There are
metrics for identifying the quality of reusable components but the
function that makes use of these metrics to find reusability of
software components is still not clear. These metrics if identified in
the design phase or even in the coding phase can help us to reduce the
rework by improving quality of reuse of the component and hence
improve the productivity due to probabilistic increase in the reuse
level. CK metric suit is most widely used metrics for the objectoriented
(OO) software; we critically analyzed the CK metrics, tried
to remove the inconsistencies and devised the framework of metrics
to obtain the structural analysis of OO-based software components.
Neural network can learn new relationships with new input data and
can be used to refine fuzzy rules to create fuzzy adaptive system.
Hence, Neuro-fuzzy inference engine can be used to evaluate the
reusability of OO-based component using its structural attributes as
inputs. In this paper, an algorithm has been proposed in which the
inputs can be given to Neuro-fuzzy system in form of tuned WMC,
DIT, NOC, CBO , LCOM values of the OO software component and
output can be obtained in terms of reusability. The developed
reusability model has produced high precision results as expected by
the human experts.
Abstract: Academic research information service is a must for surveying previous studies in research and development process. OntoFrame is an academic research information service under Semantic Web framework different from simple keyword-based services such as CiteSeer and Google Scholar. The first purpose of this study is for revealing user behavior in their surveys, the objects of using academic research information services, and their needs. The second is for applying lessons learned from the results to OntoFrame.
Abstract: Multimedia courseware has been accepted as a tool
that can support teaching and learning process. 'Li2D' courseware
was developed to assist student-s visualization on the topic of Loci in
Two Dimension. This paper describes an evaluation on the
effectiveness and usability of a 'Li2D' courseware. The quasi
experiment was used for the effectiveness evaluation. Usability
evaluation was accomplished based on four constructs of usability,
namely: efficiency, learnability, screen design and satisfaction. An
evaluation on the multimedia elements was also conducted. A total of
63 students of Form Two are involved in the study. The students are
divided into two groups: control and experimental. The experimental
group had to interact with 'Li2D' courseware as part of the learning
activities while the control group used the conventional learning
methods. The results indicate that the experimental group performed
better than the control group in understanding the Loci in Two
Dimensions topic. In terms of usability, the results showed that the
students agreed on the usability in multimedia elements in the 'Li2D'
Abstract: User interaction components of Augmented Reality (AR) systems have to be tested with users in order to find and fix usability problems as early as possible. In this paper we will report on a user-centered design approach for AR systems following the experience acquired during the design and evaluation of a software prototype for an AR-based educational platform. In this respect we will focus on the re-design of the user task based on the results from a formative usability evaluation. The basic idea of our approach is to describe task scenarios in a tabular format, to develop a task model in a task modeling environment and then to simulate the execution.
Abstract: Human computer interaction has progressed
considerably from the traditional modes of interaction. Vision based
interfaces are a revolutionary technology, allowing interaction
through human actions, gestures. Researchers have developed
numerous accurate techniques, however, with an exception to few
these techniques are not evaluated using standard HCI techniques. In
this paper we present a comprehensive framework to address this
issue. Our evaluation of a computer vision application shows that in
addition to the accuracy, it is vital to address human factors
Abstract: Formative usability evaluation aims at finding
usability problems during the development process. The earlier these
problems are identified, the less expensive to fix they are. This paper
presents some preliminary results from a formative usability testing
of the 1st prototype developed for the ARiSE (Augmented Reality in
School Environments) project.
Abstract: This paper focuses on the 3D reconstruction of
the architectural design of Darul Ridzuan Museum. It has
concentrated on designing exterior part of the building according
to colored digital photo of the real museum. Besides viewing the
architecture, walkthroughs are generated for the user to control
it in an easier way. User can travel through the museum to get
the feel of the environment and to explore the design of the
museum as a whole; both exterior and interior. The result has
shown positive result in terms of realism, navigation, collision
detection, suitability, usability and user-s acceptance. In brief,
the 3D virtual museum has provided an alternative to present a