Azham Hussain 3
Azham Hussain 3
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Some of the authors of this publication are also working on these related projects:
Usability Evaluation Model for oBike Mobile Application: Novice vs Expert Users View project
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I. Introduction
The revolution of the usage of the Internet has transformed the ways of people behavior in purchasing goods and
services. People nowadays are very busy with their daily life routines resulting in their not being able to shop in
stores. For such people, shopping online is their best alternative. The rapid growth in the development of mobile
phones has led to people’s habitual and daily usage of mobile devices to satisfy their needs. Business card and others
print shop products can be booked for and purchased via mobile phones. This has occasioned the ease at which
people who are so much attached to their mobiles use it and for instance, produce paperless tickets. According to the
report on global e-commerce from [1], more than half of global online purchasing has been accounted for and are as
follows: 58% for fashion products, an average of 55% representing travel products or services, while book, music
and stationery represents 50%, meanwhile 43% have been accounted for IT and mobile and event for tickets
represents 41% of the total global respondents.
Mobile applications have provided ease in purchasing online and this attracts customers. The growth of the
current mobile phone technology has opened and widened the opportunity for airlines, travel and tourism companies
to profit from the technology. According to Nielsen Mobile Wallet Syndicated Report in 2016 [2], Canada’ smart
phone owners represent a large population (76%) that use mobile phones for purchasing-related activities. It was
also highlighted in 2016 by a Bronto report [3] that 64% of Americans use their mobile phones to shop more often
than the usual means of shopping. The purchasing of print shop products and services are the second most likely
online shopping purchased product or service based on the combination of surveys mentioned above. The
company’s products’ tremendous accomplishment can be interpreted by their user-friendly mobile interface. Similar
applications have been introduced in the market in purchasing and designing print shop product. However,
customers or users are not attracted to use any application with poor usability.
Furthermore, heuristic evaluation has been applied to mobile applications due to the fact that it is one of the best
methods of the usability evaluation in use [4]. It is also the most favorite method in Human-Computer Interaction
(HCI) [5]. However, no usability techniques have being used to evaluate mobile applications for print shop booking
and design even though usability evaluation techniques have been applied in many other applications and systems.
The issues found in the mobile print shop booking and design application is to be analyzed for the purpose
improving the interface o the application [6].
This study aims to test a mobile print shop application with real users. A study conducted by [7] had shown that
the methods of usability inspection needed to be combined with the methods of usability testing, that is, heuristic
evaluation can be combined with direct user’ test. The application of heuristic evaluation finds out issues in an
application based on the evaluation of experts. The issues found through the heuristic evaluation would be used to
develop the test scenario for the usability test. When the issues are found by the experts, thereafter users would be
used for the testing. Developing the test scenario for a whole application is time-consuming and unnecessary as the
application may have so many pages or screens. Meanwhile, to find the issues based on the use of real users, the
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usability test would have to be conducted. The evaluator would observe users during the test with regard to their task
completion. Also, the use of heuristics method is to prove that issues found by experts should also be found as well
by actual users so that the result of the usability can be reliable and validated.
Meanwhile, to find issues using real users, the usability test would be conducted. The evaluator would observe users
during the test with respect to their task completion. Using heuristics method proves that the issues found by the
experts should also be found as well by actual users so as to validate the result of the usability.
III. Methodology
The protocol used for this study is as follows: 1) literature review related to the usability evaluation methods
(UEMs); 2) usability test implementation; 3) metrics measurement (ISO 9241-11, 1998); 4) observation and
recommendations; 5) discussion and conclusion of the study [8][22-23]. Test scenarios were created from issues
found in the report of a heuristic evaluation done earlier [24-25], before the usability test is conducted. In addition,
users were asked before the test started to fill a demographic questionnaire. During the test, the users were asked to
perform the test scenario given. On the other hand, the user’s performance would be evaluated by the evaluators
observing and analyzing what users were doing. The measuring of the usability metrics follows. Three usability
metrics [6] were measured: effectiveness, efficiency and satisfaction. The measurement of satisfaction metric was
done by administering a satisfaction questionnaire. The questionnaire is structure using a 5-points Likert scale that
ranged from 1 to 5. The evaluated application was Achik.biz mobile app.
All the questions were designed in order to get feedbacks on the users’ feelings about the Achik.biz application.
The usability score of the application was calculated in percentage by averaging the three of usability metrics:
effectiveness, efficiency and satisfaction. Users were closely observed by the evaluators during the test session. The
usability issues found were elaborated in detail with their severity levels. More so, the study used observations and
questionnaires for data collection [26-27]. Uses selected as participants for the test were either novice users with no
previous experience about the application or users that have experienced in other mobile print shop and design
applications. Ten (10) users were purposively chosen [22].
The three usability metrics, namely, effectiveness, efficiency and satisfaction were applied [21] in conducting the
usability test on this mobile print shop and design application. During the observation phase of the usability test, the
metrics of effectiveness and efficiency were measured. Meanwhile, the satisfaction questionnaire measures the
satisfaction metric. The questionnaires were distributed to the users after the test was conducted. The scores of
effectiveness, efficiency and satisfaction metrics were captured and the average of these three scores was calculated
to achieve the application’s overall usability score.
IV. Results
Of 10 participants used in the test, more than half of were female (80%) and the others were male (20%).
Majority of the participants were Malays (80%), the other participants were divided among the Chinese (10%), and
Indians (10%). With regard to age, majority were aged 21 to 30 years old (60%), while others were 31 to 40 years
(40%). The results indicate that 100% of the participants used touch screen mobile phone daily and 20% of them
were familiar with the mobile print shop and design application and have also bought at least a print shop product on
their phone. The other 80% were not familiar with the mobile print shop and design application.
A. Effectiveness Measurement
V. Conclusion
The usability measurements for the three metrics were observably related. It means that the results of the
observations and questionnaire were strongly interrelated. However, the study indicates that the users’ perceptions
toward application may be somewhat different with the satisfaction results. Most of the participants answered
neutral or agree to the first post-test questionnaire of “I would use this application again”. However, the satisfaction
results showed that the score was below average (62%). The users were not satisfied with the application as adduced
from the results. Another issue was about users’ understanding about the test scenario. It was observed that some
users were very confident in completing their tasks. Users felt that they had completed the task correctly but in
actual terms of completion, it was a failure. Some users got confused while searching for a product even though the
task was clearly mentioned and were asked to search using the icon search on the application. The results show that
the test scenario was not well understood by users. Prior to the test execution, in order to make users understand
what next to be done, more briefings are needed in future tests. Furthermore, before the test execution is enforced,
the design of the test scenario should be tested many times. Overall, the application has weak and poor usability (as
its performance is below average (66%)). This shows that the application certainly has some serious issues that need
to be fixed. However, in order, to validate and generalize these results, more frequent testing with different operating
systems and users are needed so as to present different platforms for comparison.
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Jour of Adv Research in Dynamical & Control Systems, Vol. 10, 10-Special Issue, 2018
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