Beruflich Dokumente
Kultur Dokumente
Meecha Jackson
Abstract
Education software, like all other educational material, should be evaluated before it is used in
the classroom. Educators need to be able to evaluate educational software for usability and
learning so that they can make decisions about what software to purchase and how to use the
software in the classroom. Checklist are a very common approach to evaluating software. They
measure and qualify the software based on the students learning outcome, but provide no data
based on the comprehensive user experience (UX), The aim of this paper is to emphasize the
importance of educational software usability, how it underwrites the user experience, and to
A structured evaluation method known as the Empirical Model is described in the study of MIT
App Inventor 2 software. The data collected is unusable in determining App Inventor usability.
Introduction
One of the most appealing and things about technology is when it’s new. Schools and
teacher often get into trouble when they fall into the snare of “new technology” because they fail
to ask themselves one question, is it right for my classrooms? The fact is the appeal of being new
is a powerful motivation, but for schools this can have disastrous consequences without proper
research and planning. To be successful schools need to follow the right set of strategies when
choosing new classroom software. One crucial factors that affect the suitability of software is its
User experience, the term was coined by Don Norman, refers to a customer’s total
experience when it comes to interacting with a product, from how the users feel about the
product to, acquiring it, to using it. Good designs result in positive user experiences, while poor
design universally results in negative experience. Thus, the goal of design should be to create
The interest in user experience design has grown heavily in the last few years. Industries
are realizing the value of the user experience design. But with all the chatter, the term user
experience design and its definition can be ambiguous and challenging to understand. One of the
tools available to help explain user experience is Honeycomb Diagram created by Peter Morville.
The illustration is a modular approach that guides designers in defining priorities that make up a
I open my eyes. Lush light floods the room, birds chatter. It is only
6:30 o'clock in the morning, but I feel well-rested and alive; time to
get up, to brew some coffee. Are you jealous of my morning
routine? Were you startled out of your sleep by a merciless alarm
clock? Was it dark outside, no birds around, and did you feel
groggy and bleary-eyed?
Usability refers to the quality of a user's experience (UX) when interacting with products
often seen as a subset of the UX. Nielsen links five attributes to measure usability: easy to learn,
efficient to use, easy to remember, few errors, and pleasant use 1. Usability.gov who is the
leading resource for user experience (UX) best practices and guidelines, states that usability is a
memorability, error frequency and severity, and subjective satisfaction (U.S. Dept. of Health and
Designing education software for usability is not easy, it involves establishing user
requirements for a new system or product, developing design solutions, prototyping the system
and the user interface, and testing it with selected users on multiple platforms. However, before
any usability design or evaluation action can begin, it is necessary to realize the basis of use for
the product, i.e. the goals of the target audience, and environment in which the product will be
used in.
Based on these opinions about usability I may conclude that there are two broad areas to
collect relevant data: system and user performance and user satisfaction in using it. In the
remainder of this paper I focus on methods of and technique of conducting a usability test. Then
I will describe the usability test carried out on MIT App Inventor 2 service.
App Inventor
1
Nielsen uses the following categories: learnability, efficiency, memorability, error, and satisfaction
USABILITY OF EDUCATIONAL SOFTWARE 6
MIT App Inventor for Android devices is a web-based service designed with the goal of
teaching middle and high school student the fundamental of programming. The service uses
opened source, so users can freely access, use, change it, and share as they desire. Through freely
available curriculum and tutorials, users can rapidly build fully functional apps for smartphones
Testing Method
In my study, the learner task method was selected to test the usability of App Inventor.
Learner task evaluation, also known as empirical evaluation, test applications with a user
performing a set of predetermined tasks. This method usually produces the most reliable and
centered design and evaluation (Dillon, 2001). A good practice when selecting a method, is to
Technique
First, I selected three do it yourself app projects that are easily obtainable online as the
contextual framework of the usability test, one more complex than the other. I attempted to
USABILITY OF EDUCATIONAL SOFTWARE 8
complete every step as laid out in the step by step tutorial Second, I used the System Usability
Scale (SUS) tool created by John Brook in 1986 for measuring the usability, and user
satisfaction. SUS has a proven track record as a reliable evaluation tool. It correlates well with
The System Usability Scale is a Likert Scale 2 which includes 10 questions which users of
your website will answer. Users will rank each question from 1 to 5 based on how much they
agree with the statement they are reading. 5 means they agree completely, 1 means they disagree
vehemently.
The user’s scores for each question are converted to a new number, added together and
then multiplied by 2.5 to convert the original scores of 0-40 to 0-100. Though the scores are 0-
100, these are not percentages and should be considered only in terms of their percentile ranking.
Based on research, a SUS score above a 68 would be considered above average and anything
My overall score was 74, however I am not sure if that is a true indicator of user
satisfaction or usability. I like and enjoy using App Inventor. These biases can result in poor test
performance and flawed data interpretation. It is worth noting that best practices propose using a
2
Likert (1932) developed the principle of measuring attitudes by asking people to respond to a series of statements
about a topic, in terms of the extent to which they agree with them, and so tapping into the cognitive and affective
components of attitude
USABILITY OF EDUCATIONAL SOFTWARE 9
The System Usability Scale is shown in the next page. The selected statements cover a
variety of aspects of system usability, such as the need for support, training, and complexity, and
thus have a high level of face validity for measuring usability of a system.
USABILITY OF EDUCATIONAL SOFTWARE 10
Strongly Strongly
disagree agree
cumbersome to use
1 2 3 4 5
9. I felt very confident using the
system
USABILITY OF EDUCATIONAL SOFTWARE 11
Findings
I had two goals for doing this usability test: 1. to see if App Inventor is a kind of
included user performance and user satisfaction. The intuitive design alleviates difficulties
Also, App Inventor tries to make programming easier by eliminating the traditional lines of
codes, and replacing it with a more graphical and strategic method of coding. Still, novice users
and learner with cognitive issues will struggle with the unfamiliar UI, but will gain confidence as
You should test usability throughout product production. Here are some guidelines:
1. If possible, usability testing can and should be conducted on the current iteration of a
product before beginning any new design work, this will help you identify any good parts
2. After you’ve begun the strategy work around a brand-new site or app. This will quickly
identify areas for opportunity, and reduce the amount of assumptions your design team
3. Test your competitors' designs to get data on a range of alternative interfaces that have
4. Conduct a field study to see how users behave in their natural habitat
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6. Once you decide on and implement the final design, test it again. Subtle usability
Conclusion
The growth of technology in all aspects of our lives has created a need for the UX concept. This
paper discusses the importance of that concept and how it pertains to the design process. It further
discussing how Usability is a key component of overall good user experience, which is the goal of any
Educational Analysis
In the study, the primary investigator was me seeking to test the usability of MIT App Inventor
for education teaching configuration. The objective of the study was not just to evaluate the functionality
and ease of use as claimed by App Inventor, but to determine the usability of the tool as web-based
service in the structured classroom, and potential curriculum integration. The data collected is
unsubstantiated due to testing limitation, thus unusable in determining App Inventor usability.
Through examination, usability testing education software can be rigorous process. Some
constraints to consider: time – educators must have time design, prepare, administer the test, and analyze
the results\; financial-equipment and software must be purchased and budgeted for; space- evaluators
mathematics or science in countries that have invested heavily in technology (Glance, 2015). Could be
said that usability tests were not performed, consequently rendering the user experience unprofitable. Just
a thought.
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References
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https://www.usability.gov/how-to-and-tools/methods/system-usability-scale.html
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Glance, D. (2015, September 18). Study says technology is ineffective in improving outcomes in schools.
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i
App Inventor User Interface Structure. Digital Image. MIT App Inventor. Web. July 22, 2017.
http://appinventor.mit.edu/explore/ai2/setup.html
ii
App Inventor Block Design. Digital Image. MIT App Inventor. Web. July 22, 2017.
http://appinventor.mit.edu/explore/ai2/setup.html
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