Showing posts with label Young Sam Ryu. Show all posts
Showing posts with label Young Sam Ryu. Show all posts

Saturday, September 5, 2009

Sep 5 - Ryu, Development of Usability Questionnaires for Electronic Mobile Products and Decision Making Methods (part 2)


Development of Usability Questionnaires for Electronic Mobile Products and Decision Making Methods.
Young Sam Ryu.

Dissertation Submitted to the Faculty of Virginia Polytechnic Institute and State University in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Industrial and Systems Engineering

July 2005
Blacksburg, Virginia


2. LITERATURE REVIEW
2.1. Subjective Usability Assessment


2.1.2. Usability Measurements

Keinonen (1998) categorized different approaches to defining usability, including usability as a design process and usability as product attributes, which contribute to the establishment of design guidelines.
From the perspective of usability as a design process, usability engineering (UE) and user-centered design (UCD) have been defined and recognized as a process whereby the usability of a product is specified quantitatively (Tyldesley, 1988).

Numerous sets of usability principles and guidelines have been developed by the HCI community, including computer companies, standard organizations, and well-known researchers. Some well-known principles and guidelines they have developed include
Shneiderman’s (1986) eight golden rules of dialogue design,
Norman’s (1988) seven principles of making tasks easy,
human interface guidelines by Apple Computer (1987),
usability heuristics by Nielsen (1993),
ISO 9241-10 (1996) for dialogue principles, and
the evaluation check list by Ravden and Johnson (1989).
These references cover many major dimensions of usability including consistency, user control, appropriate presentation, error handling, memory load, task matching, flexibility, and guidance (Keinonen, 1998).

Many research frameworks have been introduced as measures of usability at an operational level according to various usability dimensions (Nielsen, 1993; Rubin, 1994).

There are three different categories of methods to obtain measurements known as the usability
inspection method, the testing method, and the inquiry method (Avouris, 2001).

First, the usability inspection method involves having usability experts examine interfaces of the products.
Nielsen and Mack (1994) published a book focusing only on this method explaining that usability inspection aims at finding usability problems, the severity of the usability problems and the overall usability of an entire system.
The major methods in this category are heuristic evaluation, heuristic estimation, cognitive walkthrough, pluralistic walkthrough, feature inspection, consistency inspection, standards inspection, formal usability inspection, and a guidelines checklist.
One advantage of the inspection method is that it can be used in the early stages of the product development cycle..

Second, usability testing methods usually measure system performance based on welldefined usability criteria.
Those criteria can be defined according to the definitions of usability, usability attributes following standards, and empirical metrics. Typically, data on a measured performance are collected based on the observation of individual users performing specific tasks with the product (e.g., completion time and number of errors).
The most widely employed usability testing methods are think-aloud protocol, co-discovery, performance measurement, and field studies, all of which are techniques available not only for usability studies but also for numerous other fields of study. To provide for the validity of this type of evaluation, the proper design of tasks and organization of the testing laboratory are essential (Preece, Rogers, Sharp, Benyon, Holland, & Carey, 1994).
Among the techniques mentioned above, performance measurement is the one that can present objective data clearly, thus ISO 9241-11 provides example metrics for the three different usability criteria (Table 3).

Table 3. Example measures of usability (ISO 9241-11, 1998)
Effectiveness :
- Percentage of goal achieved
- Percentage of tasks completed
- Accuracy of completed task
Efficiency :
- Time to complete a task
- Monetary cost of performing the task
Satisfaction :
- Rating scale for satisfaction
- Frequency of discretionary use
- Frequency of complaints

The usability inquiry method involves communication between the users and the evaluators in the evaluation, usually by means of questions and interviews.
The evaluators question users about their thoughts on the interface or prototype of the system and the users’ ability to answer questions plays a significant role in the evaluation.
Commonly used techniques are focus groups, interviews, field observations, and questionnaires.
Inquiry methods can be used to measure various usability dimensions and attributes; however, the most common usage of inquiry methods is for the measurement of user satisfaction.

Thus, inquiry methods support the user’s point of view, the fourth perspective listed by Keinonen (1998), through the measurement of user satisfaction.

2.1.3. Subjective Measurements of Usability

Subjective usability measurements focus on an individual’s personal experience with a product or system.
Several usability questionnaires were developed by the HCI community, such as
Software Usability Measurement Inventory (SUMI) (Kirakowski, 1996; Kirakowski & Corbett, 1993; Porteous, Kirakowski, & Corbett, 1993),
the Questionnaire for User Interaction Satisfaction (QUIS) (Chin, Diehl, & Norman, 1988; Harper & Norman, 1993; Shneiderman, 1986), and
the Post-Study System Usability Questionnaire (PSSUQ) (Lewis, 1995).

SUMI is the best-known usability questionnaire to measure user satisfaction and assess user-perceived software quality. SUMI is a 50-item questionnaire, each item of which is answered with “agree”, “undecided”, or “disagree”, and is available in various languages to provide an international standard. Each set of the questionnaire (50 items) takes approximately 10 minutes to complete and needs only a small number of subjects, although at least ten subjects are recommended for the results to be used effectively (Kirakowski & Corbett, 1993).
Based on the answers collected, scores are calculated and analyzed into five subscales (Kirakowski & Corbett, 1993):
􀂃 Affect: degree to which the product engages the user’s emotional responses;
􀂃 Control: degree to which the user sets the pace;
􀂃 Efficiency: degree to which the user can achieve the goals of interaction with the product;
􀂃 Learnability: degree to which the user can easily initiate operations and learn new features; and
􀂃 Helpfulness: extent to which user obtains assistance from the product.

The SUMI subscales are referenced in ISO standards on usability (ISO 9241-10, 1996) and software product quality (ISO/IEC 9126-2, 2003).
The primary advantages of SUMI over other usability evaluation methods are noted as ease of application and relatively low costs to conduct for both evaluators and participants. Several researchers argue that SUMI is the best validated subjective assessment for usability (Annett, 2002; van Veenendaal, 1998) and that it has been known to be reliable and to discriminate between different kinds of software products (van Veenendaal, 1998).
However, some disadvantages exist. For example, SUMI can only be used at relatively late stages during the product development process since a running version of the product should be available. Also, SUMI is generic so that the accuracy and level of detail of the problems or successes detected through its use are limited (Keinonen, 1998; Konradt, Wandke, Balazs, & Christophersen, 2003; van Veenendaal, 1998).

QUIS was developed at the Human Computer Interaction Laboratory at the University of Maryland, College Park (Chin et al., 1988; Harper & Norman, 1993) based on the scale for “User evaluation of interactive computer systems” introduced by Shneiderman (1986). QUIS has been updated in many versions in terms of scales, items of focus, and level of reliability. The most recent publication of QUIS, version 7, incorporates ten different dimensions of usability:
􀂃 Overall user reactions,
􀂃 Screen factors,
􀂃 Terminology and system information,
􀂃 Learning factors,
􀂃 System capabilities,
􀂃 Technical manuals and online help,
􀂃 Online tutorials,
􀂃 Multimedia,
􀂃 Teleconferencing,
and
􀂃 Software installation.

Many items in QUIS are closer to a checklist evaluation performed by an expert, although some questions measure user satisfaction.
Therefore, there is a criticism (Keinonen, 1998) that users may not evaluate those items or attributes effectively unless they have expert knowledge. That criticism can lead to the conclusion that QUIS lies between the designer domain of concrete product attributes and the user domain of subjective experience (Keinonen, 1998).
Since QUIS questionnaires refer mostly to concrete software product attributes, its use on products other than computer software in which screen displays are used is very challenging.

According to the survey of the use of objective and subjective measures in the HCI community conducted by Nielsen and Levy (1994), 25% of 405 studies measured subjective aspects and 14% measured both objective and subjective aspects.

2.1.4. Usability Questionnaires
2.1.4.2. Questionnaires and Usability Research

One of the single greatest advantages of using questionnaires in usability research is that
questionnaires can provide evaluators with feedback from the users’ point of view (Annett, 2002; Baber, 2002; Kirakowski, 2003).
Since user-centered and participatory design is one of the most important aspects in the usability engineering process (Keinonen, 1998), questionnaires can be an essential method, assuming that the respondents are validated as representative of the whole user population.
Another big advantage insisted on by Kirakowski (2003) is that the measures from a questionnaire can provide comparable measures or scores across applications, users, and various tasks being evaluated.
As indicated in Section 2.1.2 Usability Measurements, the questionnaire is a quick and cost-effective method to conduct and measure scores compared with other inquiry methods. Thus, evaluators usually gather great amounts of data using questionnaires as surveys.
Another advantage is that there are many usability aspects or dimensions for which no established objective measurements exist, and those may only be measured by subjective assessment. New usability concepts suggested for the evaluation of consumer electronic products such as attractiveness (Caplan, 1994), emotional usability (Logan, 1994), sensuality (Hofmeester, Kemp, & Blankendaal, 1996), pleasure and displeasure in product use (Jordan, 1998) seem to be quantified effectively by subjective assessment and those usability concepts are proving to be important for software products these days.

2.2. Mobile Device Usability
2.2.1. Definition of Electronic Mobile Products

Mobile devices connected by wireless technology have changed the ways in which people communicate with each other as well as interact with computers, and the change will continue with the introduction of new mobile devices and services. Existing mobile devices include mobile phones, Personal Digital Assistants (PDAs), and smart phones.

Another term for the mobile devices provided by Weiss (2002) is ”Handheld devices,”
which is defined as “extremely portable, self-contained information management and communication devices” (p. 2). These devices are also small, lightweight, and best operated while held in the user’s hand, such as PDAs, pagers, and mobile phones.
Since computers are getting smaller, such as notebook computers and palmtop computers, Weiss (2002) suggests that a computer must meet three conditions to be considered a handheld device:
􀂃 It must be used in one’s hands, not on a table,
􀂃 It must operate without cables, and
􀂃 It must allow the addition of new applications or support Internet connectivity
.

In summary, the definition of electronic mobile products that this research focuses on includes mobile phones, smart phones, PDAs, and Handheld PCs, all of which support wireless connectivity and mobility in the user’s hands.

Figure 3. Mobile and wireless device scope diagram adapted from Gorlenko and Merrick (2003)


My Comments: There are a lot of Usability dimensions and variables discussed in Section 3. I may decide to do a Part 3 Literature Review on Ryu's PhD dissertation.


References that I may want to read further in future:
Apple Computer. (1987). Human interface guidelines: The apple desktop interface. Reading, MA: Addison-Wesley.
Baber, C. (2002). Subjective evaluation of usability. Ergonomics, 45(14), 1021-1025.
Harper, P. D., & Norman, K. L. (1993). Improving user satisfaction: The questionnaire for user interaction satisfaction version 5.5. In Proceeding of The 1st Annual Mid-Atlantic Human Factors Conference, Virginia Beach, VA, 224-228.
ISO/IEC 9126-1. (2001). Software engineering- product quality - part 1: Quality model. International Organization for Standardization.
ISO/IEC 9126-2. (2003). Software engineering - product quality - part 2: External metrics. International Organization for Standardization.
ISO/IEC 9126-3. (2003). Software engineering - product quality - part 3: Internal metrics. International Organization for Standardization.
Ketola, P. (2002). Integrating usability with concurrent engineering in mobile phone development: Tampereen yliopisto. Ketola, P., & Roykkee, M. (2001). Three facets of usability in mobile handsets. In Proceeding of CHI 2001, Workshop, Mobile Communications: Understanding Users, Adoption & Design Sunday and Monday, Seattle, Washington.
Kirakowski, J. (1996). The software usability measurement inventory: Background and usage. In P. W. Jordan & B. Thomas & B. A. Weerdmeester & I. L. McClelland (Eds.), Usability evaluation in industry (pp. 169-178). London: Taylor & Francis.
Kirakowski, J. (2003). Questionnaires in usability engineering: A list of frequently asked questions [HTML]. Retrieved 11/26, 2003, from the World Wide Web:
Kirakowski, J., & Cierlik, B. (1998). Measuring the usability of web sites. In Proceeding of Human Factors and Ergonomics Society 42nd Annual Meeting, Santa Monica, CA.
Kirakowski, J., & Corbett, M. (1993). Sumi: The software usability measurement inventory. British Journal of Educational Technology, 24(3), 210-212.
Lewis, J. R. (1995). Ibm computer usability satisfaction questionnaire: Psychometric evaluation and instructions for use. International Journal of Human-Computer Interaction, 7(1), 57-78.
Lewis, J. R. (2002). Psychometric evaluation of the pssuq using data from five years of usability studies. International Journal of Human-Computer Interaction, 14(3-4), 463-488.
Lindholm, C., Keinonen, T., & Kiljander, H. (2003). Mobile usability how nokia changed the face of the mobile phone. New York, NY: McGraw-Hill.
Porteous, M., Kirakowski, J., & Corbett, M. (1993). Sumi user handbook. University College Cork: Human Factors Research Group.
Shneiderman, B. (1986). Designing the user interface: Strategies for effective human-computer
interaction. Reading, MA: Addison-Wesley.
Smith-Jackson, T. L., Williges, R. C., Kwahk, J., Capra, M., Durak, T., Nam, C. S., & Ryu, Y. S. (2001). User requirements specification for a prototype healthcare information website and an online assessment tool (ACE/HCIL-01-01): Grado Department of Industrial and Systems Engineering, Virginia Tech.
van Veenendaal, E. (1998). Questionnaire based usability testing. In Proceeding of European Software Quality Week, Brussels.
Weiss, S. (2002). Handheld usability. Hoboken, NJ: John Wiley & Sons.
Weiss, S., Kevil, D., & Martin, R. (2001). Wireless phone usability research. New York: Useable Products Company.

Sep 5 - Ryu, Development of Usability Questionnaires for Electronic Mobile Products and Decision Making Methods (part 1)




Development of Usability Questionnaires for Electronic Mobile Products and Decision Making Methods.
Young Sam Ryu.
Dissertation Submitted to the Faculty of Virginia Polytechnic Institute and State University in Partial Fulfillment of the Requirements for the Degree of
Doctor of Philosophy in Industrial and Systems Engineering

July 2005
Blacksburg, Virginia


Abstract
As the growth of rapid prototyping techniques shortens the development life cycle of software and electronic products, usability inquiry methods can play a more significant role during the development life cycle, diagnosing usability problems and providing metrics for making comparative decisions. A need has been realized for questionnaires tailored to the evaluation of electronic mobile products, wherein usability is dependent on both hardware and software as well as the emotional appeal and aesthetic integrity of the design.
This research followed a systematic approach to develop a new questionnaire tailored to measure the usability of electronic mobile products. The Mobile Phone Usability Questionnaire (MPUQ) developed throughout this series of studies evaluates the usability of mobile phones for the purpose of making decisions among competing variations in the end-user market, alternatives of prototypes during the development process, and evolving versions during an iterative design process. In addition, the questionnaire can serve as a tool for identifying diagnostic information to improve specific usability dimensions and related interface elements.
Employing the refined MPUQ, decision making models were developed using Analytic Hierarchy Process (AHP) and linear regression analysis. Next, a new group of representative mobile users was employed to develop a hierarchical model representing the usability dimensions incorporated in the questionnaire and to assign priorities to each node in the hierarchy. Employing the AHP and regression models, important usability dimensions and questionnaire items for mobile products were identified. Finally, a case study of comparative usability evaluations was performed to validate the MPUQ and models.
A computerized support tool was developed to perform redundancy and relevancy analyses for the selection of appropriate questionnaire items. The weighted geometric mean was used to combine multiple numbers of matrices from pairwise comparison based on decision makers’ consistency ratio values for AHP. The AHP and regression models provided important usability dimensions so that mobile device usability practitioners can simply focus on the interface elements related to the decisive usability dimensions in order to improve the usability of mobile products. The AHP model could predict the users’ decision based on a descriptive model of purchasing the best product slightly but not significantly better than other evaluation methods. Except for memorability, the MPUQ embraced the dimensions included in the other well-known usability definitions and almost all criteria covered by the existing usability questionnaires. In addition, MPUQ incorporated new criteria, such as pleasurability and specific tasks performance.


1 INTRODUCTION

1.1 Motivation

Usability has been an important criterion of decision making for end-users, consumers, product designers and software developers for their respective purposes. In addition to the effort of defining usability concepts and dimensions to be evaluated and quantified, many usability evaluation methods and measurements have been developed and proposed. However, each method has advantages and disadvantages such that some usability measurements are difficult to apply, and some others are overly dependent on the evaluators’ levels of expertise.

As one of the effective methods of evaluating usability, various usability questionnaires have been developed by the Human Computer Interaction (HCI) research community. While these questionnaires are intended for the evaluation of computer software applications running on desktop computers, the need for a usability questionnaire for electronic consumer products has increased for various reasons.

One of the reasons is that the interface of electronic consumer products is different from that of the software products.
For example, mobile products are made up of both hardware (e.g., built-in displays, keypads, cameras, and aesthetics) and software (e.g., menus, icons, web browsers, games, calendars, and organizers) components.
Importantly, the design of electronic consumer products has been crafted by industrial designers and design artists who emphasize the emotional appeal and aesthetic integrity of the design (Ulrich & Eppinger, 1995).

For these reasons, a distinct approach and questionnaire would be helpful for the evaluation of electronic consumer products, even though some usability questionnaires claim to be relevant to products other than computer software.
Current usability questionnaires also seem to measure various usability dimensions, but the dimensions are not necessarily identical across questionnaires. Thus, the exploration of the available questionnaires provides a sound background to the development of the questionnaire items for this study.

For the purposes of this study, the term electronic mobile products refers to mobile phones, smart phones, Personal Digital Assistants (PDAs), and Handheld Personal Computers (PCs), all of which support wireless connectivity and mobility in the user’s hands.

In addition to the importance and popularity of mobile devices in consumers’ life styles, mobile products introduce new usability requirements or dimensions such as mobility and portability not possible with desktop computers. Thus, electronic mobile products were chosen here as the target products among electronic consumer products to develop a subjective usability assessment method.

As one of the usability questionnaires focusing on a specific group of products, the Quebec User Evaluation of Satisfaction with assistive Technology (QUEST) (Demers, Weiss-Lambrou, & Ska, 1996) considers absolute degrees of importance on each satisfaction variable item judged by each respondent. The purpose in considering degrees of importance on each item was to extract important variables so that evaluators could focus on finding the sources of significant dissatisfaction corresponding to the identified important variables.

Since multiple usability questionnaire items and categories of the items are necessary to represent all relevant sub-dimensions of usability in a questionnaire aimed at generating composite scores, assigning relative weights of importance to them relating to a target construct can be regarded as a multi-criteria decision making (MCDM) problem.
There are several MCDM methods3, such as weighted sum model (WSM), weighted product model (WPM), and analytic hierarchy process (AHP) (Triantaphyllou, 2000).
Among those MCDM methods, AHP has been known as the most popular across various fields because of superior capability in dealing with complexity and inter-dependency among criteria, and its dissimilar criteria units using a ratio scale. Thus, there have been a few efforts to apply AHP in the decision making stage of usability evaluation (Mitta, 1993; Park & Lim, 1999; Stanney & Mollaghasemi, 1995), but those studies considered a small number of usability criteria or used AHP in an aggregational manner.

..this research developed comparative usability evaluation methods for electronic mobile products. The methods were developed based on the construction of a new usability questionnaire scale tailored to evaluate mobile products and the application of MCDM methods (i.e., AHP combined with linear regression analysis) to the questionnaire scale in order to provide composite usability scores for the comparative evaluation.

1.2. Research Objectives

The primary objective of this research is to develop a valid and reliable method for the comparison of (1) competing electronic mobile products in the end-user market, (2) evolving
versions of the same product during an iterative design process, and (3) alternatives of prototypes to be selected during the development process. The method was based primarily on subjective usability assessments using questionnaires. Thus, the output was a set of questionnaire items integrating existing usability questionnaires adapted especially for electronic mobile products...

The objectives are summarized:
􀂃 Identify usability attributes and dimensions covered and not covered by existing usability questionnaires and generate measurement items relevant for the evaluation of electronic mobile products.
􀂃 Develop a set of items for a questionnaire according to the identified usability dimensions and expert reviews.
􀂃 Refine the set of items using factor analysis and identify the underlying structure of
the usability dimensions to be usable as input for AHP application.
􀂃 Assess the reliability and validity of the usability questionnaire so that the
questionnaire is refined based on the psychometric properties.
􀂃 Develop a hierarchical structure incorporating all of the identified usability dimensions and assign relative priorities for each element of the hierarchical structure to generate a composite score of overall usability.
􀂃 Test the applicability and validity of the developed usability questionnaire model by conducting a case study of comparative usability evaluation.

1.3. Approach

The research framework was abstracted from subjective usability assessments using questionnaires and the AHP method as the major components. In accordance with these methods, the research reviewed literature to provide a theoretical framework and employs usability experts to make critical decisions through the research, as well as reflect the user’s point of view to evaluate and validate the outcome of the research.
Table 1 summarizes the research goals and approaches of the research.
In addition, Figure 1 illustrates the conceptual summary of the usability questionnaire models, consisting of two major components of the research framework (i.e., subjective usability assessment and MCDM methods).
.....


Table 1. Research goals and approach
Phase > Goal > Approach

Figure 2. Organization of the dissertation
My Comments: The Dissertation organisation is shown in a flowchart manner, showing the phases, research flow and the outputs (deliverables).


2. LITERATURE REVIEW

2.1. Subjective Usability Assessment
2.1.1. Definitions and Perspectives of Usability

Usability has been defined by many researchers in many ways.
One of the first definitions of usability was “the quality of interaction which takes place” (Bennett, 1979, p. 8).

Shackel (1991) proposed an approach to define usability by focusing on the perception of the product and regarding acceptance of the product as the highest level of the usability concept. Considering usability in the context of acceptance, Shackel provides a definition stating that “usability of a system or equipment is the capability in human functional terms to be used easily and effectively by the specified range of users, given specified training and user support, to fulfill the specified range of tasks, within the specified range of environmental scenarios
(Shackel, 1991, p.24). .... a set of usability criteria. Those are
􀂃 Effectiveness: level of interaction in terms of speed and errors;
􀂃 Learnability: level of learning needed to accomplish a task;
􀂃 Flexibility: level of adaptation to various tasks; and
􀂃 Attitude: level of user satisfaction with the system.

Shackel also collaborated on a later definition, stating that usability derives from “the extent to which an interface affords an effective and satisfying interaction to the intended users, performing the intended tasks within the intended environment at an acceptable cost” (Sweeney, Maguire, & Shackel, 1993, p. 690).

Another well-accepted definition of usability which received attention from the Human Computer Interaction (HCI) community was offered by Nielsen (1993). He also considers factors which may influence product acceptance. Nielsen does not provide any descriptive definition of
usability; however, he provides the operational criteria to define clearly the concept of usability:
􀂃 Learnability: ability to reach a reasonable level of performance
􀂃 Memorability: ability to remember how to use a product
􀂃 Efficiency: trained users’ level of performance
􀂃 Satisfaction: subjective assessment of how pleasurable it is to use
􀂃 Errors: number of errors, ability to recover from errors, existence of serious errors

Finally, attempts to establish standards on usability have been made by the International
Organization for Standardization (ISO). ISO 9241-11 (1998) is an international standard for the
ergonomic requirements for office work with visual display terminals and defines usability as
the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use” (p. 2). Additionally, ISO
9241-11 classifies the dimensions of usability to account for the definition:
􀂃 Effectiveness: the accuracy and completeness with which users achieve goals
􀂃 Efficiency: the resources expended in relation to the accuracy and completeness
􀂃 Satisfaction: the comfort and acceptability of use

ISO/IEC 9126 elaborates on three different ways to assess usability. Part 1 (ISO/IEC 9126-1, 2001) provides the definition of usability which distinguishes clearly between the interface and task performance by designating usability as “the capability of the software to be understood, learned, used and liked by the user, when used under specified conditions” (p. 9).
The definition of ISO/IEC 9126-1 presents usability as quality-in-use. With the perception of
usability as the product quality, the dimensions of usability indicated in ISO/IEC 9126-1 became 􀂃 Understandability,
􀂃 Learnability,
􀂃 Operability,
and
􀂃 Attractiveness.
Part 2 (ISO/IEC 9126-2, 2003) includes external metrics using empirical research. Part 3 (ISO/IEC 9126-3, 2003) describes internal metrics which measure interface properties.

Table 2. Comparison of usability dimensions from the usability definitions
Usability Dimensions > Shackel (1991) > Nielsen (1993) > ISO 9241 and 9126 (1998; 2001)

Given the descriptive definition of usability, new usability dimensions suggested by recent studies (e.g., aesthetic appeals and emotional dimensions) were blended in as the research progressed to develop the usability questionnaire for mobile products. For example, aesthetic appeal can be considered a sub-dimension of satisfaction, which is one of the main dimensions of ISO 9241-11.

Sunday, July 26, 2009

July 26 - PhD thesis of Ryu and Trifonova

I found Ryu's PhD theses to be in stategic usefulness to my future PhD research.
Young Sam Ryu did "Development of Usability Questionnaires for Electronic Mobile Products and Decision Making Methods."

Usability Questionnaire is one type of UET (usability evaluation tool). Electronic mobile products in his thesis are wireless mobile devices. Mobile learning is done using wireless mobile devices. So, there is stategic usefulness and alliance to my propose research.

I think I could also refer to lots of references on Usability that he quoted. He tends to concentrate on a few authors namely Keinonen, Ketola, Kirakowski, Nielsen, Saaty, Shackle, and ISO standards. He loved to focus on usability dimensions (what I would call usability categories in my MeL project dissertation). He picked his usability criteria (for his study/research) from referred sources, namely SUMI, QUEST, PUTQ, QUIS, PSSUQ, Keinonen, Kwakh, Lindholm, Jordan, Szuc, Kolckar, and researcher (himself).

I find that Ryu had done his research systematically, phase by phase, very much me who has planned out the research too. He had also documented his PhD in a good flow (according to his phases). I find this this to be a good benchmark.

Subsequently, I opened up Trifonova's PhD thesis. I have Trifonova name rather frequently, so that's why her thesis appealed to me.

Anna Trifonova did PhD thesis of "MOBILE LEARNING: WIRELESS AND MOBILE ECHNOLOGIES IN EDUCATION TOWARDS HOARDING CONTENT IN M-LEARNING CONTEXT ."

Hoarding content is important as the wireless mobile device would often go offline. I think this should be a Usability Criteria. Good lead!!

Trifonova had numerous research objectives which seems to be multi-directional. As I browsed through, I did not see her Research Questions; may be she did not have. This PhD thesis seemed to be done using Case Study method....writing about her experiences on hoarding and Mobile ELDIT, and incorporating some other Mobile Learning-related research/studies.
Not much statistical analysis...apart from demographics analysis...only simple stat like percentages.

She 's not a visual thinker....only a few graphs/charts, diagram.....did i see any table??? Ryu, on the other hand, loves to make use of tables, diagrams, graphs/charts, formulae...to express himself. Ryu did mathematical modeling and pairwise comparison.

I would like to be like Trifonova using simple stats for easy understanding. I would like to be like Ryu for his systematic flow of phases, and lots of tables, diagrams, graphs/charts.