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Usability Considerations of Mobile Learning Applications  [cached]
Ali Mostakhdemin-Hosseini
International Journal of Interactive Mobile Technologies (iJIM) , 2009, DOI: 10.3991/ijim.v3s1.854
Abstract: - Mobile usability is not one-dimensional property of user interface, it has many components and attributes [1] The most attributes associated with the mobile usability are as following: Satisfaction, Efficiency, Learnability, Lack of Errors, and Memorability The assessment and importance of the usability attributes varies based on the application and the type of the users. For the expert users’ lack of errors, reliability and efficiency are important and for the novice users beside mentioned factors the adjustability, learnability and memorability are essentials factors. This paper reveals different usability considerations for mobile learning system with approparte guidelines.
Usability Dimensions for Mobile Applications-A Review  [cached]
Rosnita Baharuddin,Dalbir Singh,Rozilawati Razali
Research Journal of Applied Sciences, Engineering and Technology , 2013,
Abstract: Usability has been increasingly recognized as a significant quality dimension to determine the success of mobile applications. Due to its importance, a number of usability guidelines have been proposed to direct the design of usable applications. The guidelines are intended particularly for desktop and web-based applications. Mobile applications on the other hand are different in many ways from those applications due to the mobility nature of mobile devices. To date, the usability guidelines for mobile applications are very limited. They in fact are isolated, which makes usability evaluation for mobile devices more difficult. This study aims to address this issue by proposing a set of usability dimensions that should be considered for designing and evaluating mobile applications. The dimensions are illustrated as a model that considers four contextual factors: user, environment, technology and task/activity. The model was proposed based on the reviews of previous related studies, which were analyzed by using content analysis approach. Twenty-five dimensions were found from the analysis. The dimensions however were synthesized and prioritized based on their importance towards designing usable mobile applications. As a result, ten most important dimensions were outlined in the model. The model can be used by practitioners and researchers as a guideline to design usable mobile applications and further research can be conducted in the near future.
Evaluating Usability of Mobile Applications Based on User Operation Track Model

- , 2016,
Abstract: 由于各种移动智能设备特征各异、操作方式多样、使用环境复杂、用户类型众多等诸多因素,使得移动应用的易用性评估问题非常突出。文章试图探索基于用户操作轨迹的移动应用易用性评估方法。该方法通过构造用户操作轨迹状态机模型,比较分析用户真实操作轨迹模型与预期的标准操作轨迹模型之间区别,评估和发现可能的易用性问题。
With the fast evolution in the development of applications for mobile smart devices, the study and adequacy of usability evaluation methodologies in this context is becoming an increasingly demand. Traditional laboratory based usability testing is often tedious, expensive, and does not reflect real use cases. In this paper, a novel remote usability evaluation approach has been proposed for mobile applications. This approach automatically collects user interface events as the user interacts with the applications, and then models user operation tracks using state machine. By analyzing and comparing real user operation state machines with expert operation state machine, we evaluate mobile applications with some proposed usability metrics, and find usability faults
Mobile Applications Testing Processes Metrics and Optimization Criteria
Software Engineering , 2012, DOI: 10.5923/j.se.20120204.10
Abstract: Because of rapid mobile technologies expansion, there is a gap between the complexity of mobile applications and the complexity of employed testing techniques. This paper is aimed at reducing the gap from the theoretical point of view. The paper comprises an analysis of mobile applications testing processes, mobile applications testing metrics, along with the full test coverage criterion. It also contains an integral criterion of the testing processes optimization which is based on the idea of summing the corresponding sub-processes times. The presented criterion leads to an assumption of the tests generation approach efficiency. Therefore a partial criterion of the tests generation process is proposed. The mathematical model of this partial criterion is based on the properties of different algebraic expressions. The numerical results section includes processes comparison and some estimates.
A study of the interface usability issues of mobile learning applications for smart phones from the users perspective  [PDF]
Abdalha Ali,Muasaad Alrasheedi,Abdelkader Ouda,Luiz Fernando Capretz
Computer Science , 2015, DOI: 10.5121/ijite.2014.3401
Abstract: A conceptual framework for measuring the usability characteristics of mobile learning (m-Learning) application has been developed. Furthermore, a software prototype for smartphones to assess usability issues of m-Learning applications has also been designed and implemented. This prototype has been developed, using Java language and the Android Software Development Kit, based on the recommended guidelines of the proposed conceptual framework. The usability of the proposed model was compared to a generally available similar mobile application (based on the Blackboard) by conducting a questionnairebased survey at Western University. The two models were evaluated in terms of ease of use, user satisfaction, attractiveness, and learnability. The results of the questionnaire showed that the participants considered the user interface based on our proposed framework more user-friendly as compared to the Blackboard-based user interface.
Integrated research framework for mobile system usability

MIN Qing-fei,WANG Ju,LIU Zhen-hua,

计算机应用研究 , 2012,
Abstract: After researching a large number of studies about the mobile system usability, this paper did a systematic review of mobile system usability studies from the perspective of dimension, influencing factors, evaluation methods and tools, then proposed an integrated research framework for mobile systems usability.
Comparison of Performance Metrics for QPSK and OQPSK Transmission Using Root Raised Cosine and Raised Cosine Pulse shaping Filters for Applications in Mobile Communication  [PDF]
Sudipta Chattopadhyay,Salil Kumar Sanyal
Mathematics , 2009,
Abstract: Quadrature Phase Shift Keying (QPSK) and Offset Quadrature Phase Shift Keying (OQPSK) are two well accepted modulation techniques used in Code Division Multiple Access (CDMA) system. The Pulse Shaping Filters play an important role in digital transmission. The type of Pulse Shaping Filter used, and its behavior would influence the performance of the communication system. This in turn, would have an effect on the performance of the Mobile Communication system, in which the digital communication technique has been employed. In this paper we have presented comparative study of some performance parameters or performance metrics of a digital communication system like, Error Vector Magnitude (EVM), Magnitude Error, Phase Error and Bandwidth Efficiency for a QPSK transmission system. Root Raised Cosine (RRC) and Raised Cosine (RC) Pulse shaping filters have been used for comparison. The measurement results serve as a guideline to the system designer to select the proper pulse shaping filter with the appropriate value of filter roll off factor (a) in a QPSK modulated mobile communication system for optimal values of its different performance metrics.
Usability Study of Personalized Learning in Mobile Learning Environment  [cached]
Moumita Majumder,Pramatha Nath Basu
International Journal of Interactive Mobile Technologies (iJIM) , 2010, DOI: 10.3991/ijim.v4i3.1305
Abstract: In an effort to find out the best suitable application of mobile learning, several research works are undertaken till date. A review of related papers unveiled that mobile devices act better as a supporting media in teaching and learning scenario. The present worker has developed context specific learning modules i.e. personalized learning contents using an ontology based web service architecture and an experimantal exploration has been done with the target audience to justify the usability of such content in a real time environment. To ensure that the developed contents are acceptable and usable, usability aspects are carefully embedded during the analysis, design and development of the contents. In this paper, the steps to fulfill the usability aspects of the prepared contents are described, an architecture of the dissemination system has been designed and results of the study are presented.
Usability, Design and Content Issues of Mobile Apps for Cultural Heritage Promotion: The Malta Culture Guide Experience  [PDF]
Stefania Boiano,Jonathan P. Bowen,Giuliano Gaia
Computer Science , 2012,
Abstract: The paper discusses the experience of producing and distributing an iPhone app for promotion of the Maltese Cultural Heritage on behalf of the Malta Tourism Authority. Thanks to its position at the heart of the Mediterranean Sea, Malta has been a crossroads of civilisations whose traces are still visible today, leaving a particularly rich and varied cultural heritage, from megalithic temples to baroque palaces and Caravaggio masterpieces. Conveying all these different aspects within a single application, using textual, visual, and audio means, has raised many different issues about the planning and production of cultural content for mobile usage, together with usability aspects regarding design and distribution of a mobile app. In this paper, we outline all of these aspects, focusing on the design and planning strategies for a long-term user commitment and how to evaluate results for cultural mobile applications. We include experience of all the steps of developing a mobile app, information that is of possible benefit to other app developers in the cultural sector.
Apps vs Devices: Can the Usability of Mobile Apps be Decoupled from the Device?
Azham Hussain,Maria Kutar
International Journal of Computer Science Issues , 2012,
Abstract: In this paper we present a study using subjective measures to examine usability of mobile phone applications running on two different platforms, the OSX iPhone and an O2 Orbit running Windows Mobile operating system. The aim was to enhance the understanding of the influence of devices on mobile application usability. We gathered subjective measures using questionnaires to assess the satisfaction level while using mobile applications installed on two different devices. Results indicate that the device on which an application is installed strongly influence user satisfaction.
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