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Developing an ATM Interface Using User-Centered Design Techniques

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ATM interfaces nowadays present serious issues in usability and accessibility, frustrating users’ interaction and leading them to make operational mistakes. For this reason, we present the development of graphical interfaces for ATMs of BBVA Continental Bank, which follows a process of user-centered design. The priority was to identify the real needs of users based on the context, and to understand how they interact with the interfaces. In order to validate our proposal, we established a model and a functional prototype. Later, we evaluated this new design with a usability test. Based on the defects that were found, we applied changes to improve the interfaces. Finally, after an in-depth analysis, we concluded that the designed interfaces were suitable for implementation in the ATMs of BBVA Continental Bank, due to the process followed and the acceptance by users.
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Developing an ATM Interface
Using User-Centered Design Techniques
Arturo Moquillaza
1(&)
, Edward Molina
2
, Edilson Noguera
2
,
Leidi Enríquez
2
, AdriánMuñoz
2
, Freddy Paz
1
, and César Collazos
2
1
Ponticia Universidad Católica del Perú, Lima, Peru
{amoquillaza,fpaz}@pucp.pe
2
Universidad del Cauca, Popayán, Colombia
{eamolina,eynoguera,leidi,jorgevelasco,
ccollazo}@unicauca.edu.co
Abstract. ATM interfaces nowadays present serious issues in usability and
accessibility, frustrating usersinteraction and leading them to make operational
mistakes. For this reason, we present the development of graphical interfaces for
ATMs of BBVA Continental Bank, which follows a process of user-centered
design. The priority was to identify the real needs of users based on the context,
and to understand how they interact with the interfaces. In order to validate our
proposal, we established a model and a functional prototype. Later, we evalu-
ated this new design with a usability test. Based on the defects that were found,
we applied changes to improve the interfaces. Finally, after an in-depth analysis,
we concluded that the designed interfaces were suitable for implementation in
the ATMs of BBVA Continental Bank, due to the process followed and the
acceptance by users.
Keywords: Human-computer interaction Semiotic engineering
User-centered design Usability Automatic teller machine
1 Introduction
According to the study performed by Granollers et al. [1], Latin-American industry is
worried about HCI, UX and usability. In this line, BBVA Continental Bank, which is
one of the leading nancial entities in Peru, is worried about user experience in all its
channels. A few years ago, they changed their ATM application. They noted that the
interfaces of their software systems needed improvements in in usability. However,
there is not much information or methods in industry to develop usable interfaces for
ATMs. There are several guidelines about how to design web interfaces, but little
information about how to apply those principles to ATM or self-service interfaces.
According to the study performed by Cooharojananone et al. [2], there are two
relevant aspects that should be considered when we design interfaces for ATMs: (1) the
software application process sensitive information, and (2) the interface has limitations
because of the number of buttons. The rst aspect could inuence the customers
behavior. The second feature gives the experience a strong limitation, which impact
directly on the usability of the system.
©Springer International Publishing AG 2017
A. Marcus and W. Wang (Eds.): DUXU 2017, Part III, LNCS 10290, pp. 690701, 2017.
DOI: 10.1007/978-3-319-58640-3_49
Regarding the methods and techniques that have emerged to develop usable ATM
interfaces, the study performed by Rosenbaum [3] states that the conventional
Nielsens heuristics can be applied, especially (N3) User control and freedom, (N5)
Error prevention, and (N1) Visibility of system status.
According to Van der Geest et al. [4], a good ATM service should achieve two
goals:
The feeling that there is a reliable, responsive, empathetic, and knowledgeable
service employee available to help us
The belief that an organization is committed to caring for about us, because our
customer experience matters to them
In this context, BBVA Continental Bank contacted Universidad del Caucain order to
present its case and requested improvement of its interfaces. BBVA Continental Bank
requested the design of a new usable interaction that would prevent user frustration.
The design would need to permit the following functions: Payment to companies and
Updating of personal data.
Then, the case was taken up by Universidad del Caucain an HCI undergraduate
course. The teacher proposed this case for developing along the whole course. The nal
product for students was to be a prototype validated by users.
For developing those proposals, we used the following techniques: activity theory,
user proles, and semiotic engineering, among others.
For validation of the prototype, we used user testing. Then, the design was vali-
dated with real users. This validation permitted getting feedback and new information,
which was used to improve the prototype.
Finally, the prototype was delivered to BBVA Continental Bank, which valued
positively the whole experience and the product received.
2 Background
2.1 Human-Computer Interaction (HCI)
According to the study performed by Peres et al. [5], HCI can be dened as a discipline
with focus in the design, evaluation and implementation of interactive systems for human
use, and what happens when a human and a computer system perform tasks together.
2.2 Usability
Usability is dened in ISO 9241 (2002) as The effectiveness, efciency and satisfac-
tion with which specied users achieve specied goals in particular environments.
According to this denition, and Peres et al. [5], there are three analyses we have to
make in order to measure usability:
The characteristics required of the product in a specic context of use;
The process of interaction between user and product;
The efciency, effectiveness and the satisfaction resulting from use of this product.
Developing an ATM Interface Using User-Centered Design Techniques 691
2.3 User Prole
According to the study performed by Moreno [6], user proles describe users of the
computer system and provide details of their relevant characteristics. This way, req-
uisites capture is centered on the most relevant for the user, and let a design with an
adequate level of usability. User proles are fundamental in user-centered design
processes.
2.4 Semiotic Engineering
We can apply concepts of Semiotic Engineering in design and building of artifacts. The
word Artifact (De Souza, 2005) describes something created by humans, and its
meaning or value is intrinsically associated with the creators intention, and the
interpretation of the users about how, when or where it can be used [7].
This concept is centered in communication, but in a new type. Designer interaction
is the emitter, and the designer communicates by symbols dened for the understanding
of a determinate user, the receiver. Those symbols should be translated by computers,
which are the mediator between emitter and receiver, carrying the message [7].
2.5 Activity Theory
According to the study performed by Carvalho et al. [8], Activity Theory is a line of
investigation started by some Russian psychologists, among them Vygotsky and
Leontiev. This theory studies the human practices and its development processes. The
basic elements of analysis are the activities of people, which are volunteer interactions
between a human and an element or object.
HCI take an activity as an action that a user wants to perform, and a computer as his
tool or object, besides every button and every interface as another class of objects for
the user to accomplish his task.
Activity Theory emphasizes the social dimension in which the activity is located in
a determinate context. This social vision permits, from different perspectives, emphasis
in every moment the elements which take place in the performance of every task [9].
2.6 Usability Test
Several usability methods were proposed in order to evaluate the level of usability of
computer systems. According to the study perfomed by Holzinger [10], these methods
are divided into two groups: usability inspection methods and usability testing meth-
ods. According to Paz et al. [11], the main difference between them is that in inspection
methods; usability problems are detected by specialists using inspection techniques,
and in testing methods, usability problems are found through the users observations
while they are using or making comments about the interface of a computer system.
692 A. Moquillaza et al.
3 Case Study: Design of the ATM Interfaces for BBVA
Continental
3.1 Purpose of Study
The purpose of this study was to design usable interfaces for ATM of BBVA Conti-
nental; however, there were not typical functionalities such as Cash Withdrawal or
Balance Inquiry. Then, this new interface should give support to the following
requirements: payment to companies and updating of personal data.
The Bank provided all the related information in order to students could develop
their proposals according to requirements and complementary information. Three
objectives were established by the Bank, for any proposal:
Proposing an interaction design of ATM interfaces that fullls usersneeds of
usability.
Applying an interaction design process for building good interactions with quality.
Validating the interaction design by the executing of a usability test.
3.2 Methodology
Interface design was developed following a user-centered process. According to dis-
ciplines reviewed in the previous section, and developed in class to students, students
adapted in a process made by the following steps:
1. Identify User Proles
Students identify characteristics of possible representative user of system. The
importance of this activity is letting the designer know for who he designs, what the
user expects and in what way. Interface design proposed should be oriented to the user,
organized and structured according to proles dened in this step.
2. Analyze Existent ATM Interfaces
Students analyze current ATM interfaces of the Bank and ask questions about business
rules and style guides predened. The importance of this activity is proposing inter-
faces that respect guides and rules previously established, and discover what of these
rules can be broken by new proposals.
3. Brainstorming
Students identify by Brainstorming relevant assets for interfaces, having aspects of
usability, accessibility, culture and emotions, under semiotic engineering and activity
theory.
4. Prototyping
In this step, students design prototypes according with requisites given and items
identied in previous steps.
Developing an ATM Interface Using User-Centered Design Techniques 693
5. Running a Usability Test
In this step, students prepare a usability test to real users, which should be selected from
user proles dened in previous steps.
As prerequisite for the test, students designed a physical mockup similar to a real
ATM in order to validate their proposals and to apply the Test. The principal activities
of this step are: Planning, Execution and Analysis.
The result of this step permitted identifying and proposing improvement to proposal
and getting feedback of real users about interfaces and other aspects related, normally
ignored in design time.
6. Make Improvements Over Prototypes
In this step, students improve their own proposal. This activity is very important
because is the materialization of the feedback of real users, obtained by a formal
method (Usability Test). Prototypes with improvements can be shown to new users in
less formal tests. At the end of this step, prototype is already validated with actual
users, then, the proposal is ready for being delivered to the Bank.
3.3 Interface Design
User Proles. All BBVA Continental customers were identied as users, and were
separated into three user proles. The principal difference was the level of expertise
using ATMs.
All the users have the same objectives: Doing a payment to companies and Updating
his personal information, both by the ATM.
Semiotic Engineering. The interaction design process should ensure the adequate
expression about what we can communicate, so that users interpret them from their
context, as if they were communicating directly with the designer.
Fig. 1 Semiotic engineering in the interaction designer- ATM-user
694 A. Moquillaza et al.
Considering this principle, we generated scripts that dene the steps that designers
of interfaces expect that users understand when they use the interfaces in the ATMs.
The sequence dened in each phase then was translated into interfaces for the
ATMs, which are interpreted and displayed by the user, according to the following
scheme (Fig. 1):
Activity Theory. By this theory, we identied the tool, the rules and how is organized
the division of work.
According with Fig. 2above, we made these interpretations:
Community: The set of individuals who are clients of BBVA Continental, and can
be established in one of the proles described.
Division of work: Every individual of community will have a role.
Rules: Requisites dened by community in order to use the tool. In this case, rules
can be: Being a BBVA Continental client, having a Card, etc.
Tool: BBVA Continental ATMs.
Goal: Directly the realization of a payment and Updating his personal information,
both by the ATM.
Result: Refers directly to success of every of two goals described before.
Other Relevant Aspects. Other relevant aspects about interfaces that were considered
are elements of accessibility, culturalism and emotions.
Fig. 2 Application of activity theory
Developing an ATM Interface Using User-Centered Design Techniques 695
Accessibility: Prototype proposed can be used by tactile o physical (buttons). Every
interaction with the screen generates a sound. Additionally, we considered type and
size of letters. Those permit that users with certain disability can use the ATMs.
Affordance visual: Keyboard icon permits that the user associates this image with
the functionality, which is, deploy the tactile keyboard.
Culturalism: According to García[12], images, symbols and objects used in
interfaces do not carry the same meaning in different cultures. Therefore, for the
interface success in an international market, the images must be selected and
designed carefully. Then this concept is applied in the design of the interfaces
requested.
Emotions: Given the concept of emotional communication between the system and
the user, it is approached from the point of view that a particular client can dispel his
frustration due to failed operations with messages that help the individual to feel
less guilty of the failure. The cases with very effective interfaces consider this
subject. The absence of this concept is a major weakness in the interaction as it
tends to focus on the rational user behavior, ignoring their emotional behavior [13].
For this reason, this point is considered as one of the key issues in this work.
Scenarios
Payment to Companies. This covers the payments that a customer can do to institutions
and companies that have an agreement with the Bank. These payments will be able to
do by ATM independently of ATMs model or mark. This functionality should be
based in a screen ow similar to Payment of Telephone Services, and implementing the
navigation like the Payment to companies of the Internet Banking (screens were given
by the Bank).
Navigation should be based in Services Payment (ow already known by the
customer).
Navigation should include sections shown in Internet Banking (because is the new
functionality).
It should as far as possible try to have similar ows in channels (in this case Internet
Banking and ATM).
The design challenge is to make various proposals that seek to achieve the objec-
tives, knowing the constraints of an interface like an ATM. In that sense, the proposals
can zoom in or out of some goals, even stop fullling some of the requirements. It has
this exibility because the transaction is completely new in ATM. Finally, ows are
constantly under review and renement.
Updating of Personal Data. This covers the customer requirement of updating his
personal data managed by Bank for communicating with him. Additionally, the
authorization that enables to Bank to use this data for sending promotions, offers or
other info that the Bank considers convenient. The channel in which customer can do
this will be the ATM, independently of ATMs model or mark. The workow of
Updating of Personal Data was provided by BBVA to designers.
696 A. Moquillaza et al.
For both scenarios, we build Use Case Diagrams and Activity Diagrams in order to
model the behavior and understand requisites.
4 Results of the User-Centered Design
As result of the process described, we proposed interfaces and sent to BBVA Conti-
nental Bank. Some of the screens proposed were the following (Figs. 3,4and 5):
Fig. 3 Payment to companies screen 3 (prototype)
Fig. 4 Payment to companies screen 6 (prototype)
Developing an ATM Interface Using User-Centered Design Techniques 697
5 Usability Test
In order to test the usability of the prototypes proposed, there was made a Usability
Test, from the systematic observation of users doing real tasks. These tests permitted
verifying the existence of possible usability problems in interfaces, and nding possible
solutions for the problems detected. The test was run in three steps: Planning, Exe-
cution and Analysis.
5.1 Planning
As prerequisite, we made a physical mockup with measures closer to reality, which had
a LCD monitor, 4 buttons in each side and a numeric keypad, as real ATM.
After that, 8 participants were selected according to proles identied.
Also, we prepared three documents: Data necessary for doing tasks, Test cases,
with variants in tasks for every user, and a Post-test questionnaire (Fig. 6).
5.2 Execution
Tests were made on October 27th, 2015 in Vereda Torres, Popayán.
After welcoming the users and explaining what was going to be done, each one was
given a format with the necessary data to perform the tasks and another with the three
tasks that had to be performed. Users lined up to perform the tests one after the other,
simulating also the row that are usually found at ATMs.
When each user nished the test, they lled out the post-test questionnaire, where
they presented their experience with the ATM. In addition, while each user was doing
his tasks with the ATM, it was noted the possible defects of the interface, not only the
visible defects, but also those expressed by the usersfacial and body movements.
Figure 7shows to a user working with the physical mockup of an ATM.
Fig. 5 Updating of personal data screen 1 (prototype)
698 A. Moquillaza et al.
5.3 Analysis
From the obtained results, we can afrm that:
87.5% of the users were able to update their data (telephone, cellphone, email,
address) according to the assigned task. In addition, this same percentage of users
(87.5%) stated that the interfaces for updating data are clear. In the other hand, at
the time of seeking the action, 25% of users consider that they did not easily nd the
option (button) to update their data.
75% of the users were able to make their payments using the ATM in a traditional
way (with physical buttons). This gure coincides with the percentage of users who
consider that the interfaces to perform payments were clear (75%). Similarly, 75%
of users say that they quickly found the option to do them. In the other hand, 62.5%
Fig. 6 Physical mockup of an ATM with prototypes proposed running
Fig. 7 User doing tasks
Developing an ATM Interface Using User-Centered Design Techniques 699
of users were able to make their payments using the touch interface and this same
number considers that this option is easily found.
Then, from the feedback of users, we identied defects and grouped them into the
categories presented below:
Names of actions are not representative.
Several actions on the same screen are ambiguous.
Inaccurate language when giving orientation to the client.
Important information should be highlighted.
When requesting information, do so in the form of a question to the user.
These defects identied were corrected in a new version of the ATM interface pro-
totype. Finally, prototypes improved were sent to BBVA Continental Bank.
6 Conclusions and Future Work
At the end of this process, we can conclude that prototypes delivered permit the user
more freedom and use of the system with better satisfaction.
Also, we conclude that is necessary to follow an interaction design process, in order
to ensure a design centered in the real needs of user. This will permit that they can do
the tasks they need in an effective and pleasant way, reducing the mistake probability.
Given the results obtained from the usability test, we can afrm that the majority of
the customers did the tasks without major difculty. Then, interfaces delivered are
adequate for implementing in BBVA Continental ATMs, because of the process fol-
lowed and the usersacceptance.
According to the previous points, we afrm objectives given by the Bank were
fullled.
Finally, we recommend to BBVA Continental Bank implement a systematic process
of interaction design based on the techniques described in this work.
Acknowledgment. The authors thank to all the participants involved into the experience
required to perform the presented study. The study was highly supported by BBVA Continental
Bank, Universidad del Caucaand IDIS.
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Developing an ATM Interface Using User-Centered Design Techniques 701
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The goal of the project described here was to extend the immersive experience of the user in the Virtual Land Bridge. Such extensions would facilitate the use of the software system to contribute to the development of individual student learning plans over several different age categories. The principal strategy was to modify the multi-agent planning system to allow for the generation of local tactical behavior of the agents in the virtual world. This resulted in the addition of a new layer to the MAS planning system, producing a hybrid system that utilized global knowledge monolithically in the Pathfinder portion and local tactical knowledge in the VR layer. The resultant hybrid system was designed to produce improved caribou agent decision making and movement that could scale up to support large herds on the order of a hundred thousand and more. This new system is shown to increase user immersion that can contribute to the development of student learning profiles.
Book
This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the volumes of the proceedings that were published before the start of the conference. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas.
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In today's economy, more and more of our transactions with organizations to research and purchase products and services are self-service; they involve no interaction with a human being. This paper explores people's experiences both with self-service transactions and with processes where the interaction migrates from self-service to human mediation. Two case histories from the author's consulting firm describe user research and interaction design to improve the usability of self-service transactions.
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Usability is most often defined as the acceptability of a system for a particular class of users carrying out specific tasks in specific environment. Ease of use affects performance of the user and his satisfaction, which finally regulates the wish of the user to use the product or not. Thus, it is of great importance for every software practitioner that he should not only be aware of varius usability methods, but also be able to determine the best method suited to a software project. In case of human-computer interaction (HCI), it is a must to determine the usability of the product before prototyping it.
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Human-Computer Interaction (HCI) is a challenging discipline that is currently concerned with the design, implementation and evaluation of interactive systems for human use, as well as the study of major phenomena surrounding them. Indeed, interdisciplinary communities formed by scientists, university teachers and students, people coming from the industry and customers related to HCI are emerging in different parts of the world. In particular, this article overviews the HCI community in the Ibero-American context, which involves hundreds of millions of people working or studying in HCI, whose cultural background is primarily associated with the Spanish and Portuguese languages and cultures, regardless of ethnic and geographical differences. Our final goal is to improve the visibility of this particular HCI community, enhancing the self awareness of its members and their individual motivation and future exchanges.
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AWA proporciona un espacio de trabajo para incluir el requisito de la accesibilidad en las organizaciones dedicadas al desarrollo web. AWA proporciona guías a los profesionales de la ingeniería para incorporar requisitos de accesibilidad desde distintas perspectivas: (a) en las organizaciones y empresas, integrando políticas de accesibilidad y calidad; (b) en el proceso de desarrollo siguiendo un enfoque metodológico, que aporte sistematización en la integración de la accesibilidad desde el inicio y, por último, (c) siguiendo un enfoque de Diseño Centrado en el Usuario (DCU) que sitúe al usuario como protagonista y le haga participar del proceso de diseño. Todo ello en un marco de Diseño Inclusivo, para contemplar a los usuarios con discapacidad, contextos de uso desfavorables, en definitiva, teniendo en mente toda la diversidad funcional existente. Como resultado de aplicar el enfoque AWA las páginas web finales y la interfaz de usuario de la aplicación serán accesibles siguiendo las Pautas de Accesibilidad al Contenido en la Web (WCAG) de la Iniciativa de la Accesibilidad Web (WAI). Los requisitos de accesibilidad se han obtenido mediante una abstracción de las WCAG en el contexto del proceso de desarrollo de software. De igual manera, se han acomodado en el proceso de desarrollo las actividades del DCU a través de la integración de diversos mecanismos de accesibilidad, resultado de utilizar de manera combinada un conjunto de técnicas de usabilidad con inclusión. Distintas partes del marco metodológico AWA se han aplicado en tres escenarios reales: en el diseño e implementación de un sitio web, utilizando un Content Management System (CMS) de código abierto; en el desarrollo de una plataforma personalizable de acceso público a Internet para personas con discapacidad, llevado a cabo en una empresa de desarrollo de software, siguiendo un enfoque ágil de generación dinámica de páginas web y, por último, se ha llevado a cabo una propuesta de integración de AWA sobre el Método de Ingeniería Web OOWS (Object Oriented Web Solutions) siguiendo una estrategia MDA (Model Driven Architecture).------------------------------------------------------------------------------------------------------------ The Web is the main tool for being able to act as citizens in the Information Society in which we are immersed. Through it you access to multiple services, yet many of these services are not accessible to everyone. The accessibility barriers affect in a higher degree to people with disabilities, but there are many other user groups at risk of exclusion. The equitable use of the Web is a right for all people. Although in many countries this right is regulated by law, the data indicate that there are many web sites and applications that are not accessible. There are important initiatives, at different levels, with the goal of designing a universal and accessible Web, but obstacles have been detected in the path to obtain this goal, which are revealed in this work. As a proposed solution to this situation, from the engineering perspective, the methodological support AWA (Accessibility for Web Applications) is presented in this thesis. AWA provides a workspace in order to include the accessibility requirement in the organizations devoted to web application development. AWA provides guidance to engineering professionals to incorporate accessibility requirements from different perspectives: (a) in organizations and businesses, integrating accessibility and quality policies, (b) in the development process following a methodological approach that provides systemization in the integration of accessibility from the outset and, finally, (c) following a User-Centered Design (UCD) approach that places the user as a the main figure and makes him/she participate in the design process. All this is considered in a framework of Inclusive Design, for contemplating the disabled users, unfavorable contexts of use, in short, keeping in mind all the existing functional diversity. As a result of applying the AWA approach the final web pages and the user interface of the application will be accessible following the Web Content Accessibility Guidelines (WCAG) of the Web Accessibility Initiative (WAI). Accessibility requirements have been obtained by means of an abstraction of the WCAG in the context of the software development process. Similarly, the activities of the UCD have been adapted in the development process through the integration of various accessibility mechanisms, being the result of using in a combined way a set of techniques of usability with inclusion. Different parts of the AWA methodological framework have been applied in three real scenarios: in the design and implementation of a web site using a open source Content Management System (CMS); in the development of a customizable platform for public Internet access for people with disabilities, conducted in a software development company, following an agile approach to create dynamic web pages and, finally, carrying out a proposal of integration of AWA on the Web Engineering method OOWS (Object Oriented Web Solutions) following an MDA (Model Driven Architecture) strategy.
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La Teoría de la Actividad se muestra como un referente adecuado cuando se plantean situaciones que involucran a grupos de personas en los que, de alguna forma, se realizan actividades mediadas o facilitadas por un soporte tecnológico. Como marco teórico que es, hay muchos aspectos y usos de la misma que requieren una interpretación por parte de quienes deseen llevarla a la práctica y que la dirigen hacia una perspectiva más pragmática. En este articulo se describe cómo se ha aplicado e interpretado la Teoría de la Actividad en el desarrollo de entornos colaborativos de enseñanza y aprendizaje, organizadas desde dos perspectivas, una tomando la teoría como referencia para modelizar experiencias y llevar a cabo análisis de sistemas, y la segunda, como base para la generación de modelos computables.
Conference Paper
This paper presents an empirical analysis about how the Nielsen’s usability heuristics are perceived by novice evaluators. Twenty-eight undergraduate students of an Informatics Engineering program were trained in usability and heuristic evaluations for this purpose. They were asked to perform a heuristic evaluation of a transactional Web site. A survey was taken in order to capture their perceptions about the usability heuristics. The design of the survey was focused on determining evaluators’ perceptions about six dimensions: ease of use, usefulness, clarity, checklist necessity, intention to use and completeness. Analyzing the results, we could determine that all the above mentioned constructs have an influence in the intention to use the heuristics in future usability evaluations, excepting the perceived clarity. Based on the obtained results, a perceptionbased model of the usability heuristics is presented.
Conference Paper
A new design of ATM interface for banking services in Thailand with a new hierarchical menu structure based on the seven most frequently used tasks is presented. A total, of 105 participants from five different work occupations were used to test the design. Participants were asked to use the new design and a well known existing design. Simulators of the new interface were adapted for testing in a laboratory environment. The HCI principles were considered for designing and testing the new interface using usability criteria as the evaluation. The experimental results showed that a new ATM design reduced the error rate as well as increased effectiveness, efficiency and satisfaction.
Más allá de la Usabilidad: Interfaces ‘afectivas
  • Y Hassan
  • F Martín
Hassan, Y., Martín, F.: Más allá de la Usabilidad: Interfaces 'afectivas'. In: No Solo Usabilidad (2003). http://www.nosolousabilidad.com/articulos/interfaces_afectivas.htm. Accessed 21 Nov 2016