Browsing by Subject "Usability"
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Item Applying What I've Learned in TWC: Themes from Visual Rhetoric, Writing with Digital Technologies, International Communication, and Usability(2018-05) Berger, AlexThis project, which includes both a website created using HTML and this accompanying report, applies concepts and themes taken from four courses from the Technical Writing & Communication (TWC) coursework at the University of Minnesota. The key focal areas include rhetorical analysis, design analysis, user testing, and cultural analysis. I developed a website that applies the above concepts while simultaneously meeting the needs of a local nonprofit arts organization, Woodbury Community Theatre. How the website addresses the themes referenced above is the main focus of this report. The purpose of this project was to think critically about and then apply salient moments from my four years at the University.Item Beyond "Just Use the Free One": Connecting the Economics and Use of Technical Communication Tools(2020-05) Wold, RyanThis poster provides guidance for technical communicators navigating technology adoption decisions. First, this poster provides quotes from professional technical communicators suggesting that the pricing of technical communication tools can influence the way technical communication teams work. Second, it shows the methods and results of a research study that evaluated the pricing scheme of 30 commonly used technical communication tools. Models demonstrate how the pricing strategies, versioning strategies, and onboarding strategies used by the proprietors of technical communication tools can influence the way teams use those tools. This research indicates the strategies used to price software tools can affect usability, as minor differences at every level of a company’s pricing scheme can influence user behavior.Item The Challenge of Using Public Transport: Descriptions by People with Cognitive Functional Limitations(Journal of Transport and Land Use, 2009) Rosenkvist, Jenny; Risser, Ralf; Iwarsson, Susanne; Wendel, Kerstin; Ståhl, AgnetaThis paper describes the findings of a study aiming to achieve deeper insight into reasons people with cognitive functional limitations cease to use public transport. Semi-structured interviews in combination with a qualitative content analysis were performed with nine participants. The results showed that reasons not to use public transport were to some degree a usability problem—both real and imagined. Other reasons were that participants had changed from buses or trains to other modes of transport or had psychologically adapted themselves to a new situation which meant that they did not miss using public transport.Item Computerized Crash Reports Usability and Design Investigation(Center for Transportation Studies, University of Minnesota, 2016-06) Morris, Nichole L.; Achtemeier, Jacob D.; Ton, Alice; Plummer, John Paul; Sykes, JenniferElectronic crash reports are advantageous because they can limit missing data, transcription errors, and the space limitations of a single sheet of paper. Advancing electronic reports through user-centered design affords an opportunity to improve law enforcement officer’s (LEOs) ability to accurately, timely, and efficiently document crashes. Minnesota’s commencement of a new crash records database offered a unique opportunity for a redesign of its electronic crash report to best support LEOs. A well-designed electronic report will not only support LEOs in the line of duty but will also lead to more useful, complete, and accurate data for various state and federal agencies for analysis and policy decision making. The objectives of this project were to: 1) improve crash data reliability and validity, 2) develop a framework crash report interface based on human factors principles and usability requirements, and 3) reduce the mental workload and required steps for users. Project tasks included: heuristic and hierarchical task analysis, cognitive walkthroughs, validity and reliability testing, interviews, beta testing, and usability testing. The human factors principles and user-centric approach lead the iterative design process to produce a product with high levels of usability and intuitiveness. The project featured a cooperative approach among university researchers, state agencies, and a private developer to ensure that the knowledge, design, and results of the research effort was fully transferred into the final product. The resulting interfaces preliminarily suggest improved user satisfaction, along with data completeness and accuracy, and provide a resource for replication in multiple domains.Item Designing to Increase Usability in Consumer Health Information: Providing Consumers with Information about Access and Financial Components of Care(2016-11) Long, SandraThe concept of improving health quality through consumer engagement is motivated by the growing cost of healthcare and allowing consumers to determine and control their own optimal care path. For consumers to utilize and engage with HIT, they must accept the design of the system. In this work, it is shown that a healthcare system designed to meet consumer’s needs, through reduced effort in accessing information, results in improved satisfaction and engagement. The healthcare system is an insurance call center that consumers use to find providers, understand payment for procedures, and get treatment decision support. It receives over 350,000 contacts per month and supports over 10 million consumers.Item Diabetes Mobile App Usability for Adult Patients with Diabetes(2018-05) Fu, HelenMore than 1,100 diabetes apps are available, but are infrequently used. A systematic review identified unsatisfactory diabetes app usability and its clinical effect to lower hemoglobin A1c level (0.15% to 1.9%), with variations in interactive app features for real-time feedback through automatic data analysis, clinician text messages, reminder alerts, or an app-initiated phone call. This result identified the need for health behavior theory applications to guide diabetes app usability evaluation. This study applied the Self-Determination Theory on human motivation to select app testing functions and to understand adult patient perspectives to use apps. A total of 92 adults with diabetes type 1 or 2 participated in a randomized crossover trial to test the usability of two top-rated Android diabetes apps (mySugr and OnTrack). Multivariable linear regression models assessed the effects of patient characteristics (i.e., age, education, and diabetes) and psychological needs on user satisfaction and user performance. Psychological needs important for motivation and behavioral change were associated with diabetes app usability. Higher user satisfaction was observed for participants who reported competence, autonomy, or connectivity with a healthcare provider. To enhance motivation to use apps for self-management, clinicians should consider addressing the patient’s competence, autonomy, and connectivity. User performance was associated with patient characteristics of age, sex, education, and diabetes duration because they affect the patient’s ability to use apps efficiently, successfully, and accurately. App training and ongoing technical support should be tailored for older adults, men, patients with less education, and those with diabetes duration more than 10 years.Item The Heart of the Matter: An Analysis of Instruction Manual Design and Customer Satisfaction(2021-04) Anders, Rorie JMost products come equipped with an instruction manual that provides details on how to assemble, use, or troubleshoot a new product. However, there is a noted lack of interest and optimism in using instruction manuals because customers have developed negative preconceptions based upon previous poor experiences. Therefore, the aim of this study is to analyze the impact of the design and format of an instruction manual, such as the use of static or interactive design elements, on customer satisfaction and the usability of an instruction manual. This research was accomplished using remote and in-person usability testing of a non-interactive and interactive instruction manual to complete the task of creating an origami heart. Data was collected through observation and the think-aloud protocol during testing, as well as pre- and post-test questionnaires, and a semi-structured interview. This study indicates that the interactive instruction manual displayed higher levels of satisfaction and that participants exhibited a greater preference for visual instructions, such as the use of illustrations or animations, compared to written instructions.Item The Potential for Voice-Assistant Technology in Digital and Physical Spaces(2019-04) Wiswell, KendraIn my paper, I will discuss the degree of assistance that voice-assistive technologies currently provide to their users. I will also evaluate how these technologies increase the “usability” of the physical world. Finally, I will make suggestions about the future of voice-assistive technologies. Throughout my research, I will attempt to answer the question: In what ways can a new conceptual model improve the usability of voice assistants by providing users with a more intuitive support system?Item Prescription drug brand Web sites: Guidance where none exists(University of Minnesota, College of Pharmacy, 2010) Glinert, LewisThis paper applies insights from linguistics and discourse analysis to prescription drug brand Web sites, with special reference to the 100 top-selling drugs. Such sites give the outward appearance of being a place to go for straightforward information about a specific brand. In reality, they present a confused mix of brand information, health information and hype, muddled organization, and poor indication of authority, creating an imbalance between benefit and risk content. In so doing, they breach the letter and spirit of the regulations governing direct-to-consumer advertising, which the FDA has by default applied to such Web sites but which were not designed for this special type of discourse. The many communicative difficulties proven to be caused by Web sites in general, in particular for the elderly and less literate, also pose ethical problems. A rethinking of the verbal and visual design of these drug sites is needed -- and new regulatory guidance, for which this paper offers recommendations. At stake is not just the quality of health information at brand drug sites but also their credibility.Item Three-perspective multimethod analysis of medical extended reality technology.(2021-08) Juhnke, BethanyFor nearly 30 years, extended reality (XR) technology has been proposed as the medical industry's future, and yet we continue to see the slow adoption of this technology. XR is an umbrella term for virtual reality (VR), augmented reality (AR), and mixed reality (MR). Three factors contribute to the adoption of XR technology: research (Mazur et al., 2018), user-centered design (Zweifach & Triola, 2019), and mature technology (Riener & Harders, 2012). Mature technology reflects Riener & Harder (2012) report that current XR technology was still immature and needed further development for advanced medical scenarios. Each year, more companies and researchers present feasible methods to replace traditional training and planning methods with high-quality simulations. Amidst the medical industry's technological advancements and interest; many simulations are severely simplified, and surgeons continue to practice medicine on live patients (Chan et al., 2013). The purpose of this research was to identify constraints, challenges, and opportunities that exist in the development, design, and usage of medical XR technology.Justification of Research The medical industry recognizes the need to develop high-quality simulations but is also risk-averse and conservative by training (Zweifach & Triola, 2019). Meanwhile, XR companies are actively developing XR solutions for the medical industry based on Silicon Valley's mantra of “fail hard, fail fast, fail often.” These two trains of thought are in opposition resulting in the slow adoption of medical XR technologies. Medical professionals seek mature technology with validated research to justify the technology fadoption for their specific user needs. Meanwhile, XR companies are trying to find a niche based on limited research and market-ready solutions while building a business case to justify the financial return on investment (ROI). This research analyzes the current status of medical XR technology from three perspectives. User-Centered Design Framework This research, guided by a user-centered design framework, improves the adoption of medical XR technology (Zweifach & Triola, 2019). User-centered design (Kling, 1977) is an iterative process that uses various methods and tools to understand the user's needs (Figure 1). The five steps in the process include analyze, define, design, evaluate, and implement. The first step (analyze) focuses on the context of use and the user's needs. The second step (define) establishes the requirements based on the user's needs. The third step (design) creates a solution based on the requirements. The fourth step (evaluate) assesses the solution based on the requirements. The final step (implement) puts into practice the solution. Figure 1. The user-centered design process. Three Perspectives The five steps of the user-centered design process were applied to develop three perspectives for this research (Figure 2). In chapters one through four, the first perspective analyzed clinical use cases from a clinical viewpoint for medical XR technology. Chapters one through three develop three clinical use cases. Chapter four surveys medical professionals who collaborated on the XR use cases to understand how they anticipated it fitting into their practice. These chapters presented the doctor’s perspectives of using medical XR technology. The second perspective defined, designed, and evaluated a solution for a specific use case in chapter five. This chapter explored developing a medical XR technology to plan the placement of deep brain stimulation (DBS) electrodes and presented the developer’s perspective of creating medical XR experiences. In chapter six, the third perspective reviewed implemented medical XR technology. This chapter reports survey results from individuals working to produce medical XR technology to understand their processes and attitudes and presented the industry’s perspective of advancing medical XR technology. Figure 2. The user-centered design process aligned with the three perspectives of this research. Perspective One: Clinical Use Cases (Case Study Research) The first perspective in chapters one through four analyzed the user needs for a clinical setting. The demand for simulation-based training in the medical industry has increased as organizations began moving away from traditional cadaver laboratories and 'see one, do one, teach one' learning models (Riener & Harders, 2012; Stanney et al., 1998). Research has shown simulation improves clinical training, offers repeatability, and reduces teaching costs compared to traditional models (Delorme et al., 2012). VR is a valuable tool to create high-quality simulations (Juhnke, Mattson, et al., 2019) and has seen increased use in the medical industry (Chan et al., 2013). The purpose of this perspective was to develop user-driven medical simulations using a shared methodology and identify challenges and opportunities for medical VR technology. The clinical use cases chapters present a series of use cases and the survey results from nine doctors involved with the cases. The use cases developed a pre-clinical model of Legg-Calvé-Perthes disease (LCPD) (Chapter 1), sized a double-lumen endotracheal tube for a pediatric lung lavage procedure (Chapter 2), and planned the separation of conjoined twins (Chapter 3). The use case series examined how to visualize patient-specific anatomy and medical devices. The survey results presented these early adopters' perceptions and vision for VR technology fitting into their clinical workflows. Four learnings and future opportunities, from the doctor's perspective, were identified. Perspective Two: Deep Brain Stimulation VR Tool (Applied Research) The second perspective in chapter two developed two medical VR technologies to plan the placement of DBS electrodes. As the demand for simulation-based training in the medical field increases, developers look to the literature for best practices and guidelines to support design decisions. Unfortunately, few examples exist to demonstrate, evaluate, and validate XR technologies in general (Vi et al., 2019) before even considering the complex challenges which continue to limit the use of XR technology in the medical industry (Chan et al., 2013). The purpose of this step was to apply the user-centered design approach by combining the user-driven learnings from perspective one with the available literature and domain expert feedback to produce two VR experiences specific to DBS. The DBS chapter develops a use case through four steps. The first step defined the procedural tasks for a complete clinical workflow. The second step investigated design guidelines for medical XR technology. The third step created three-dimension (3D) models appropriate for the DBS use case, and the fourth and final step designed two VR solutions to support the user's tasks. Perspective Three: Industry Review (Grounded Theory Research) The third perspective in chapter three explored how companies implement their medical XR solutions and documented gaps, challenges, and opportunities from an industry lens. From small start-ups to large corporations, a growing number of companies have developed XR technology for use cases across the medical industry. Early adopters' experiences are essential to understand as they drive adoption and guide future research (Zweifach & Triola, 2019). The academic literature is currently limited in scope to proof-of-concept studies or small-scale studies that lack adequate controls and statistical power (Mazur et al., 2018). Additional environmental barriers exist in the adoption of medical XR technology (Zweifach & Triola, 2019). The purpose of this step was to research XR technology from the perspective of the medical industry to understand the landscape of technology development, including constraints, challenges, and opportunities during the development, design, and usage of XR technology. The industry review chapter examines professional's experience developing medical XR technology. The medical industry is buzzing with the potential of XR technology as many try to find their niche. Individuals working in the medical XR technology were surveyed to define the state-of-the-art for why they are developing the technology, what hardware and software are using, how are they evaluating the usability of the solutions. The results explored the technology landscape, from demographics of participants and companies, their current progress, to their hopes for medical XR technology. Connection between Perspectives These three perspectives are necessary to explore the gaps, challenges, and opportunities of XR technology in the medical industry. The adoption of medical XR technology relies on a symbiotic relationship between XR companies and medical professionals. XR companies must develop compelling and attractive XR experiences that are clinically relevant to profit from their effort. At the same time, medical professionals seek clinical and economic evidence that the proposed solution will outperform existing technology at a lower cost (Laupacis et al., 1992). The first perspective developed three use cases that represent three different ways to apply XR technology. The first was a preclinical model to understand human disease state. The second was a clinical model to predict patient outcomes based on the fit of a medical device. The third was a clinical model to make procedural plan decisions. These use cases were guided by clinical care teams and specifically designed for their needs, independent of financial viability. The use cases used existing XR technology to produce minimum viable products to learn about clinical needs. The results show how early adopters perceive medical XR technology and their vision for using the technology in their clinical workflows. The second perspective demonstrated the depth of medical XR technology by developing a single-use case. This used the first perspective’s learnings to fully define a working prototype. One learning from the first perspective was the importance of matching the medical workflow for the procedural planning process in the XR experience. The technology design considered the many experts who contribute to the planning process and medical environment. The XR experience was designed specifically for the clinical need, independent of financial viability. The results demonstrate a method to develop a user-centered XR technology to meet a clinical need and integrate with the medical environment. The third perspective flips the script to explore XR companies developing solutions for medicine. This research identified where they are running into roadblocks and what challenges they are facing. This knowledge highlights the unique position of medical XR companies, which derive from Silicon Valley’s mantra of “fail hard, fail fast, fail often,” but are working in the highly regulated medical industry where evidence is necessary for technology adoption and utilization. Due to the newness of XR technology, these companies are still figuring out how to succeed. The stakes are high, as research has shown 90% of software startups will fail (Giardino et al., 2014). It is critical to understand the position of these companies, as they are necessary for XR technology to become a mainstream tool in the medical industry. This research demonstrates what is possible with medical XR technology and the challenges faced across the industry to reach adoption and utilization. Technology adoption and utilization are critical to advancement, especially as the medical industry tries to reduce its dependence on cadaver labs, animal models, and ‘see one, do one, teach one’ training models (Riener & Harders, 2012; Stanney et al., 1998). By highlighting the challenges and the opportunities, we can begin exploring how to successfully bridge the gap between the risk-averse medical community and the business-driven rapid iteration of software startups. Conclusion My dissertation's purpose was to examine the gaps, challenges, and opportunities remaining based on the current status of medical XR technology. This research applied a user-centered design approach; analyze, define, design, evaluate, and implement, to explore medical XR technology. The information presented in this dissertation will be of value to medical professionals, medical XR technology developers, and regulators. As medical XR technologies continue to grow, it is essential to understand the state of the technology and how these technologies are serving the needs of users.Item Translating the Nursing Care Plan into Practice: Applying Usability and User-Centered Design Principles to Develop a Care Plan Reference Tool and Communication Process for Direct Care Staff to Provide Individualized, Quality Care to Nursing Home Residents(2022-11) Apold, JulieThe nursing home resident care plan is intended to drive individualized, person-centered care for residents and serve as a communication tool for the care team. The care planning process has evolved to meet other external needs, such as regulatory and payment requirements, with the care plan becoming increasingly lengthy and complex. This complexity creates challenges in translating the care plan into concise and useful information for nursing assistants to reference at the point of care. Following a three-phase, multiple case study design, user-centered design principles were applied to develop and test a care plan reference tool and communication process to provide nursing assistants the information they deemed necessary to provide individualized, quality care. In the first study phase, thirteen key requirements were identified that were perceived by nursing assistants as impacting care plan quality of use. These requirements were translated into user requirements to guide the design of a care plan reference tool and communication process in the second study phase. Prototypes were designed and tested using an iterative participatory design process that included nursing assistants from the two nursing home study sites. The final design was tested during the third study phase. To test the new design compared to the pre-study design, eleven nursing assistants from the two study sites who had not participated in the first two study phases were recruited and randomly assigned to the treatment or control group. Participants applied the care plan reference tool and process to four common use cases and completed a Quality of Use survey. The survey findings indicated that the resident care plan reference tool and process designed following user-centered design principles resulted in significantly higher levels of staff perceived quality of use than the baseline resources available to staff. The study findings demonstrate the need for a succinct and useful care plan reference tool combined with a dynamic two-way communication process between all team members. Study findings also reinforced the critical importance of engaging those closest to the work early and often in the design and implementation of key practices, processes, and resources which is a hallmark of user-centered design.Item Understanding Providers’ Interaction with Graphical User Interface Pertaining to Clinical Document Usage in an Electronic Health Record System(2017-05) Rizvi, RubinaDespite high Electronic Health Record (EHR) system adoption rates by hospital and office-based practices, many users remain highly dissatisfied with the current state of EHRs. Sub-optimal EHR usability as a result of insufficient incorporation of User-Centered Design (UCD) approach during System Development Life Cycle process (SDLC) is considered as a leading factor for this observed discrepancy. The purpose of this study is to expand our knowledge around physicians’ interaction with in-patient EHRs around clinical documentation work flow processes by examining various tasks related to not entry and related information-seeking. The knowledge gained could be applied in tailoring physicians’ EHR training and designing a future EHR leading to more efficient and effective task performances, ultimately resulting in greater user satisfaction and enhanced EHR usability.Item Web Accessibility in Higher Education: An Evaluation of the Department of Writing Studies Site(2017-04-25) LaLiberte, JacquelineHigher education institutions, including the University of Minnesota, have a duty to provide websites that are accessible to web users with and without disabilities. This duty stems from United States law, web best practices, and the universities’ own mission statements and accessibility guidelines. Two concepts, accessibility and universal design, guide the creation of successful, accessible websites. The purpose of this study is to conduct a preliminary accessibility audit of a website managed by the University of Minnesota’s Department of Writing Studies to determine if the site meets baseline accessibility requirements. The evaluation was completed using the Functional Accessibility Evaluator tool. The evaluation is supplemented by a brief review of accessibility/universal design and an overview of accessibility requirements affecting the University. The results of this initial evaluation suggest that, while the University of Minnesota may acknowledge the importance of accessibility, the University must take further steps to uphold the spirit of federal law and the University’s own mission. Further evaluation, including accessibility testing with prospective users at the University, is advised to better understand user needs and issues.Item Web Site usability: a case study of student perceptions of educational web sites.(2010-05) Ballard, Joyce KimberlyAs distance education has moved from traditional correspondence courses to online educational web sites, it becomes important to look at the usability or "ease of use" of instructional web sites from the student's perspective. The nonlinear, hypertext format of the Web can pose various problems for learners as they attempt to complete course-related tasks. Any difficulties that students have using this technology will compound and increase their cognitive load above and beyond learning the course content. Although many articles and books have been published about web-based learning, only limited empirical research has emerged to inform the development and design of educational course sites. This research explored what the construct of usability means for students taking online courses from the perspective of 74 students enrolled in an online and distance learning program. Six courses, matched on subject matter, were selected for study. These courses were designed and developed by two different groups, professional and nonprofessional developers. Starting with an expert heuristic evaluation of the course sites, this study used both quantitative and qualitative measures to record the experiences of students enrolled in these six courses and determine how students judge the usability of educational web sites. Based on the analysis of the study variables according to course development type, the results of this study found that Nielsen's usability heuristics (a respected evaluation tool used primarily to measure the usability of commercial web sites) can be used to evaluate instructional web sites and used to differentiate between levels of usability in the same way that usability is judged by students.