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    Usability Evaluation of an Admission, Discharge, and Transfer Information System: A Heuristic Evaluation
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    Abstract:
    BACKGROUND: Admission, discharge and, transfer (ADT) process is one of the most important hospital workflows. ADT system is a part of a hospital information system (HIS). AIM: The objective of this study was to evaluate the usability of the ADT system. METHODS: The study performed at Mashhad University of Medical Sciences (MUMS) hospitals. Data collection instrument was a validated checklist of Pierotti heuristic evaluation. To determine the severity of usability problems, a hybrid of Nielson and Tampere unit for computer-human interaction (TAUCHI) severity scaling algorithm was used. Usability problems were divided into five categories (major, severe, minor, cosmetic, and technical). Six experts evaluated the ADT system independently. According to TAUCHI severity scale, if a feature has not yet been implemented in the ADT system, evaluators considered it a technical usability problem. Therefore, usability problems due to non-design feature in the ADT system were identified. Finally, the mean severity of each usability problems was calculated. RESULTS: A total of 186 usability problems were identified. The frequency of major, sever, minor and cosmetic usability problems were 2, 65, 69 and 50, respectively. A total of 55 usability problems by the evaluators were recognised as technical problems. The highest mismatch with usability principles was related to the “recognition rather than recall”. The range of the mean severity of usability problems was between 0-2.31. CONCLUSIONS: Our result showed that although implementation of IHIS on a large scale, it still suffered from unresolved usability problems. Identification of usability problems and evaluation of their level of severity, which was simultaneously performed in this study, can be used as a guide to evaluate the usability of other HISs.
    Keywords:
    System usability scale
    Cognitive walkthrough
    Obviously, there are a number of literatures concerning the usability of mobile commerce (m-commerce) applications and related areas, but they do not adequately provide knowledge about usability techniques used in most of the empirical usability evaluation for m-commerce application. Therefore, this paper is aimed at producing the usability techniques frequently used in the aspect of usability evaluation for m-commerce applications. To achieve the stated objective, systematic literature review was employed. Sixty seven papers were downloaded in usability evaluation for m-commerce and related areas; twenty one most relevant studies were selected for review in order to extract the appropriate information. The results from the review shows that heuristic evaluation, formal test and think aloud methods are the most commonly used methods in m-commerce application in comparison to cognitive walkthrough and the informal test methods. Moreover, most of the studies applied control experiment (33.3% of the total studies); other studies that applied case study for usability evaluation are 14.28%. The results from this paper provide additional knowledge to the usability practitioners and research community for the current state and use of usability techniques in m-commerce application.
    Cognitive walkthrough
    Usability goals
    Think aloud protocol
    Citations (29)
    Quantifying usability is important in Human-Centered Design. Checklist methods are one of the methods of quantifying usability method by usability inspection. Checklists so often used for quantifying usability in design development at present. However, checklist methods have some problems regarding quantifying usability. First problem, the differences of the results come up by the difference of usability evaluator. Second problem, the right evaluation by checklists is hard if the checklist doesn’t coincide with the tasks of evaluated products. Then, we aimed at proposing the usability checklist corresponding to task flows as a way of solution of current problems. The proposed method is versatile and easy quantifying usability method by checklist. This paper shows our proposed method.
    Cognitive walkthrough
    System usability scale
    Usability goals
    Citations (0)
    Cognitive walkthrough
    Usability goals
    Component-based usability testing
    System usability scale
    Usability is a factor that indicates the success of an interactive product or system, such as a mobile application. The increasing use of smartphones demands a more accurate and effective usability evaluation method to find usability problems, so that they can be used for product improvement in the development process. This study compares the Cognitive Walkthrough method with Heuristic Evaluation in evaluating the usability of the SIRS Del eGov Center mobile application. Evaluation with these two methods will be carried out by three evaluators who act as experts. Finding problems and recommending improvements from each method will produce an improvement prototype made in the form of a high-fidelity prototype. Each prototype will be tested against ten participants using the Usability Testing method, which will generate scores through the SUS table. From the test scores, the percentage of Likert scale and the success rate of each prototype will be found. The results show that between the two usability evaluation methods, the Heuristic Evaluation method is the more effective method, finds more usability problems, and has a higher Likert scale percentage, which is 66.5%, while Cognitive Walkthrough is 64.75%.
    Cognitive walkthrough
    Software walkthrough
    Usability goals
    System usability scale
    The rapid evolution and adoption of mobile devices raise new usability challenges, given their limitations (in screen size, battery life, etc.) as well as the specific requirements of this new interaction. Traditional evaluation techniques need to be adapted in order for these requirements to be met. Heuristic evaluation (HE), an Inspection Method based on evaluation conducted by experts over a real system or prototype, is based on checklists which are desktop-centred and do not adequately detect mobile-specific usability issues. In this paper, we propose a compilation of heuristic evaluation checklists taken from the existing bibliography but readapted to new mobile interfaces. Selecting and rearranging these heuristic guidelines offer a tool which works well not just for evaluation but also as a best-practices checklist. The result is a comprehensive checklist which is experimentally evaluated as a design tool. This experimental evaluation involved two software engineers without any specific knowledge about usability, a group of ten users who compared the usability of a first prototype designed without our heuristics, and a second one after applying the proposed checklist. The results of this experiment show the usefulness of the proposed checklist for avoiding usability gaps even with nontrained developers.
    Heuristics
    Usability goals
    Cognitive walkthrough
    Citations (152)
    This study proposes a structural usability model to identify the relationship between the user interface design and the usability of an exergame system that includes a software system and a separate hardware device. The model consisted of two dimensions: the interface design, which was evaluated using Nielsen’s heuristic evaluation method, and the usability, as defined by ISO 9241-11. An empirical study used the iFit exergame system to test the physical fitness of 101 seniors in order to evaluate the model’s validity. The results showed a strong correlation between the interface design and the usability of the exergame system. An improved interface enabled users to interact with the system better, and the usability of the whole system was enhanced, including the device and the system itself. The results show that the proposed usability model can be used to evaluate other exergame systems.
    Cognitive walkthrough
    Interface (matter)
    System usability scale
    Usability goals
    Citations (8)
    Online shopping platforms “Draz.pk,” “Homesopping.pk,” and “Telemart.pk,” were the most often used online stores in Pakistan. E-commerce platforms have not achieved their complete objectives, because they are faced with many usability issues. It is recommended that an evaluation of the usability of e-commerce platforms should be explored through different usability scales. This research study evaluates the usability of e-commerce platforms in Pakistan. In this research study, three e-commerce platforms were selected for usability evaluation. For this purpose total of 15 users were selected and performed the System Usability Scale method of assessing the usability. The result of the System Usability Scale method indicated usability of the “Homesopping.pk” and “Telemart.pk” was less than below 70%, which indicated that these websites need to improve the user interface. Five expert evaluators were also selected for Heuristic evaluation to perform on “Homesopping.pk” to find out the usability issues.
    System usability scale
    Usability goals
    Cognitive walkthrough
    The result of usability evaluations is often accentuated as a distinctive input for developers to improve the usability of a software system. On the other hand developers say that many of the results from the usability evaluations are issues already known to them. This paper presents a study of usability problems as developers perceive them in their own emerging software in relation to usability problems experienced by users in a usability evaluation. The results indicate that having developers explicating their expectation on emerging software can provide a low-cost identification of problem areas, whereas a full scale usability evaluation provides specific knowledge of usability problems and their severity.
    System usability scale
    Cognitive walkthrough
    Usability goals
    Component-based usability testing
    Citations (11)
    The use of the System Usability Scale (SUS) questionnaire in the measurement of e-commerce usability has been widely carried out. However, the SUS score is not an adequate measure to express the level of user acceptance and satisfaction. Other evaluations are needed to complement the usability test, including assessments based on expert judgment. The proposed method consists of two stages, the heuristic evaluation stage, which involves expert judgment, and the SUS questionnaire stage based on user perceptions of the e-commerce website. Input from experts is expected to be able to show better the usability issues faced in using the website. Expert and user perspectives are combined to get user input in design improvements. We collect data from experts and users about their perceptions of the usability of Shoppee e-commerce websites. Most users agree that the Shopee site is excellent (grade B-). The results of the examination by the expert stated that the Shopee site was also excellent. Nine out of ten evaluation criteria scored above 72%. The most usability issue is the flexibility and efficiency of the system, especially problems in search engines.
    System usability scale
    Usability goals
    Cognitive walkthrough
    Usability inspections are a set of methods for evaluating one interactive system by experts. They try to find possible usability problems and determining the level of usability of the system without involving real users. One of these methods is heuristic evaluation, where several experts inspect one system or its interface for searching usability issues. Some authors maintain that evaluation by experts in usability discovers more usability issues than evaluation conducted by non-experts. But the question is how to determine the degree of expertise of an evaluator.
    Cognitive walkthrough
    Usability goals
    System usability scale
    Citations (16)