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Attractiveness of collaborative platforms for sustainable e-learning in business studies
Simona Sternad Zabukovšek, Zdenko Deželak, Silvia Parusheva, Samo Bobek, 2022, original scientific article

Abstract: E-learning platforms have become more and more complex. Their functionality included in learning management systems is extended with collaborative platforms, which allow better communication, group collaboration, and face-to-face lectures. Universities are facing the challenge of advanced use of these platforms to fulfil sustainable learning goals. Better usability and attractiveness became essential in successful e-learning platforms, especially due to the more intensive interactivity expected from students. In the study, we researched the user experience of students who have used Moodle, Microsoft Teams, and Google Meet. User experience is, in most cases, connected with a person’s perception, person’s feelings, and satisfaction with the platform used. Data were collected using a standard UEQ questionnaire. With this research, we examined whether user experience factors: perceived efficiency, perceived perspicuity, perceived dependability, perceived stimulation, and perceived novelty affect perceived attractiveness, which is an important factor in the sustainability of e-learning tools. The collected data were processed using SmartPLS. The research study showed that all studied factors have a statistically significant impact on perceived attractiveness. Factor perceived stimulation has the strongest statistically significant impact on the perceived attractiveness of e-learning platforms, followed by perceived efficiency, perceived perspicuity, perceived novelty, and perceived dependability.
Keywords: e-learning platform, collaboration platform, usability, user experience
Published in DKUM: 09.07.2024; Views: 33; Downloads: 2
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User Experience and Interface Design for a Digital Platform to Support Pet Adoption From Animal Shelters and Animal Rescue Organisations in Europe : magistrsko delo
Špela Bricman, 2023, master's thesis

Abstract: This thesis used design thinking to create a user-friendly digital platform named PetScout for adopting animals from European shelters and rescue groups. We conducted user interviews and an online survey and designed personas, empathy maps, and scenarios to understand user needs. As part of the design process, we defined the platform’s requirements and developed the information architecture. We identified two viable solutions for the project based on research findings: a web-based and a mobile-based solution. To visualize these ideas effectively, we developed prototypes at two different fidelities – low and high fidelity. The prototypes were tested in usability testing using the thinking-aloud method, which measured effectiveness, efficiency, and satisfaction. The usability testing results showed that our platform is visually appealing, user-friendly, intuitive, and easy to use. A vital finding was the platform’s effectiveness, as high-fidelity prototypes achieved a task completion rate of 100%. Moreover, the concept proved highly efficient since participants, on average, needed 166 seconds to finish vital tasks. Additionally, the SUS score of 97, supported by the positive qualitative user feedback, signifies outstanding user satisfaction and a high level of usability. Finally, this study highlights the importance of knowing and understanding user needs in design, and it provides recommendations to improve usability and potentially increase the number of successful adoptions on similar platforms.
Keywords: user experience design, user interface design, design thinking, user research, usability testing
Published in DKUM: 13.10.2023; Views: 441; Downloads: 24
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Layered battleship game changer password system
Boštjan Brumen, Darko Crepulja, Leon Bošnjak, 2022, original scientific article

Abstract: The paper presents a secure and usable variant of the Game Changer Password System, first proposed by McLennan, Manning, and Tuft. Unlike the initial proposal based on inadequately secure Monopoly and Chess, we propose an improved version based on a layered “Battleship” game resilient against brute force and dictionary attacks. Since the initially proposed scheme did not check for the memorability and usability of a layered version, we conducted an experiment on the usability and memorability aspects. Surprisingly, layered passwords are just as memorable as single ones and, with an 80% recall rate, comparable to other graphical password systems. The claim that memorability is the most vital aspect of game-based password systems cannot be disproved. However, the experiment revealed that the usability decreased to such a low level that users felt less inclined to use such a system daily or recommend it to others. Our study has once again shown that optimizing the password security–memorability–usability triangle is hard to achieve without compromising one of its cornerstones. However, the layered Game Changer Password System can be used in specific applications where usability is of secondary importance, while security and memorability augmented by its graphical interface are at the forefront.
Keywords: security, authentication, passwords, graphical passwords, cryptanalysis, games, memory, memorability, usability
Published in DKUM: 22.08.2023; Views: 291; Downloads: 15
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Intelligent user interfaces and their evaluation: a systematic mapping study
Saša Brdnik, Tjaša Heričko, Boštjan Šumak, 2022, original scientific article

Abstract: Intelligent user interfaces (IUI) are driven by the goal of improvement in human–computer interaction (HCI), mainly improving user interfaces’ user experience (UX) or usability with the help of artificial intelligence. The main goal of this study is to find, assess, and synthesize existing state-of-the-art work in the field of IUI with an additional focus on the evaluation of IUI. This study analyzed 211 studies published in the field between 2012 and 2022. Studies are most frequently tied to HCI and SE domains. Definitions of IUI were observed, showing that adaptation, representation, and intelligence are key characteristics associated with IUIs, whereas adaptation, reasoning, and representation are the most commonly used verbs in their description. Evaluation of IUI is mainly conducted with experiments and questionnaires, though usability and UX are not considered together in evaluations. Most evaluations (81% of studies) reported partial or complete improvement in usability or UX. A shortage of evaluation tools, methods, and metrics, tailored for IUI, is noticed. Most often, empirical data collection methods and data sources in IUI evaluation studies are experiment, prototype development, and questionnaire.
Keywords: intelligent user interfaces, IUI, usability, user experience, evaluation
Published in DKUM: 01.08.2023; Views: 480; Downloads: 46
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Vpliv uporabnika na spletno marketinško platformo
Slavica Šuman, 2017, master's thesis

Abstract: As a part of the Master thesis, we wanted to improve user experience, user interface and usability of Forsikringsportalen platform. Based on literature review and case studies conducted from the same or similar area of research, we redesigned certain elements of the platform. The performance of the redesigned elements was measured with Preference and Question tests as well as gathering of statistical data. With gathered results, we formed a conclusion that will help the company to engage users more. With the implemented improvements and increased percentage of first-time logins, the company can focus on the engagement after the login.
Keywords: Forsikringsportalen, usability, user experience, user interface, online platform
Published in DKUM: 06.10.2017; Views: 1699; Downloads: 43
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Implementation, effectiveness and experience with remote laboratory in engineering education
Andreja Rojko, Matjaž Debevc, Darko Hercog, 2009, original scientific article

Abstract: Modern educational methods bring many new challenges from the pedagogical, as well as from the technical aspect. One of the more significant is the integration of information and communication technology into the educational process. These is particularly noticeable in the engineering education where the requests of the industry for a faster and more efficient acquisition of knowledge and practical skills lead to a constant search for new solutions in the learning process which would attract and motivate students, as well as be user friendly. This is especially difficult to be reached with the practical education which is usually composed of laboratory exercises that are bound to a specific time and place. One of the possible solutions are the remote laboratories which offer the possibility of the implementation of real remote laboratory experiments in the educational institutionsć laboratories and, therefore, enhance the studentsć knowledge and capability for dealing with some technical problems without the need for their physical presence in the laboratory. In the article, the example of a successful implementation of the remote laboratory in the field of engineering, developed and operating in the Moodle environment, is presented. The laboratory does not only represent the framework for the experiment implementation, but it also offers courses with complete documentation, therefore courses can be performed on distance. As an example, the case of the most widely used course from remote laboratory is presented, i.e., the ĆControl of nonlinear mechanismĆ course. Special attention is given to the description of the booking process for remote experiments, the execution of remote experiments and the applied user interface. The evaluation of the interface usability from the point of view of end users was performed via the acknowledged SUMI method. Additionally, another questionnaire was prepared in order to investigate the studentsć opinion about working in the remote laboratory. The results have shown that the presented remote laboratory is user friendly and accepted by both teachers and students as a suitable and interesting supplement to the conventional laboratory exercises.
Keywords: remote laboratory, mechatronics, distance learning, usability evaluation
Published in DKUM: 10.07.2015; Views: 1874; Downloads: 409
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