For the last decade, mobile phones have been the fastest growing segment of the technology market increasing the importance of interface design for this type of device. Yet, many of the assumptions about user interactions that the authors know from “traditional” computer usage do not hold true for mobile devices and more specifically for touch-screen phones. A key question is, if usability heuristics tailored to this type of device exist. To answer this question, they conducted a systematic literature review. The authors analyzed the encountered sets of heuristics by mapping them to Nielsen’s ten heuristics and identified additional ones specifically proposed for this kind of device. Their review indicates that research findings with respect to usability heuristics for mobile phones are still extreme sparse. Most of these heuristics are strongly based on “traditional” ones, not considering comprehensively mobile phone characteristics concerning physical limitations, technology, usage goals, features as well as user characteristics and usage environment. Nevertheless, this article provides a general overview on the state of the art of usability heuristics for mobile phones. This can guide the design and evaluation interfaces for mobile phones as well as provide a starting point for the evolution of such heuristics taking into consideration more extensively the specific features of mobile phones.
Este é um artigo de acesso aberto, licenciado por Creative Commons Atribuição 4.0 Internacional (CC-BY 4.0), sendo permitidas reprodução, adaptação e distribuição desde que o autor e a fonte originais sejam creditados. RESUMO O presente trabalho investiga as contribuições dos softwares para análise de dados em pesquisas qualitativas. Para tanto, foram examinados três trabalhos acadêmicos com temas voltados para a área do design que utilizaram o software Atlas.ti. Nesses trabalhos, percebe-se a utilização de várias estratégias de análise de dados qualitativos apoiadas pelo software, como o desenvolvimento de um esquema de codificação manual ou o uso de ferramentas de frequência de palavras, de codificação envolvendo indexação versus redução de dados, de verificação de códigos observando a consistência e a omissão, dentre outras. Ao final, pode-se inferir que o uso de softwares como apoio à análise de dados qualitativos pode facilitar a organização e a análise dos ABSTRACT This paper investigates the contributions of data analysis software in qualitative researches. Thus, three academic papers with themes related to the Design area that used Atlas.ti software were examined. In these works the use of several qualitative data analysis strategies supported by the software was identified, such as the development of a manual coding scheme or the use of word frequency tools, of codes involving indexing or data reduction, of verification of codes observing consistency and omission, among others. In the end, it can be inferred that the use of software as support for the analysis of qualitative data can facilitate the organization and analysis of the data, as well as the elaboration of the research results, however, it revista Fronteiras -estudos midiáticos 19(2):233-244 maio/agosto 2017
Mobile phones are becoming the most widespread personal consumer device. Yet, offering mobile access anywhere, anytime for anybody poses new challenges to usability. So far there is little research on how to customize usability heuristics to the specific characteristics of mobile phone applications. Therefore, this article presents a set of tailored usability heuristics based on a systematic literature review. In order to facilitate the usage of these heuristics, the authors design and validate a measurement instrument (checklist) and scale. The checklist has been validated through an empirical study in which the results of 247 heuristic evaluations have been statistically analyzed using Item Response Theory. Based on the results, the measurement items have been calibrated and a standardized measurement scale has been constructed. The results can be used to measure usability of mobile phone applications from early on in the design process, and, thus, facilitate evaluations in a cost-effective way.
In this chapter, we discuss the importance of evaluating the usability of mobile applications using tools and technics that consider their specific characteristics. One common way to evaluate usability is using heuristics. However, since many assumptions regarding usability of computer applications are not true for mobile applications, a question arises: does there exist usability heuristics specific for this type of device? To answer this question, we conducted a systematic literature review. We mapped the encountered sets of heuristics to Nielsen's ten heuristics and identified additional ones specifically proposed for this kind of device. Our review indicates that research with respect to usability heuristics for mobile phones are still sparse. Nevertheless, this chapter provides an overview on the state of the art that can guide the design and evaluation of interfaces for mobile applications as well as provide a starting point for the evolution of such customized heuristics.
Resumo: O livro infantil ilustrado apresentado em suportes digitais, comotablets e e--readers, permite o incremento de recursos interativos, elementos dinâmicos e estímulos sonoros que o transformam em um produto hipermídia. Este artigo, entretanto, apresenta um estudo descritivo--analítico que, especificamente, trata da estrutura gráfico--visual do ebook infantil Treasure Kai and the Lost Gold Shark Island. Considera--se a sintaxe visual do produto, descrevendo o arranjo dos elementos visuais básicos junto aos princípios de design como estratégia de comunicação na interface gráfica. Tais questões definem a organização visual da publicação, que deve ser legível para interface e coerente com o sentido geral da mensagem. Com base neste estudo, identificou--se estratégias utilizadas para definira estrutura gráfico--visual do ebook infantil. Dentre elas destaca--se as características formais, cor e texturas utilizadas para diferenciar os objetos interativos, tratamentos específicos em planos de fundo para enfatizar ou indicar as mudanças ocorridas no fluxo da história e contrastes que contribuem para percepção dos elementos e indicar hierarquias no processo de leitura. Palavras--chave: Livro Infantil ilustrado, Book app infantil, Sintaxe Visual. Abstract: The children's picturebook presented in digital media, such as tablets and e--readers, allows the growth of interactive features, dynamic elements and sound stimuli that make it a hypermedia product. This paper, however, presents a descriptive--analytical study that specifically addresses
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.