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Browsing by Subject "Usability testing"

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    Supporting Surgical Teams: Identifying Needs and Barriers for Exoskeleton Implementation in the Operating Room
    (Sage, 2020) Cha, Jackie S.; Monfared, Sara; Stefanidis, Dimitrios; Nussbaum, Maury A.; Yu, Denny; Surgery, School of Medicine
    Objective: The objective of this study was to identify potential needs and barriers related to using exoskeletons to decrease musculoskeletal (MS) symptoms for workers in the operating room (OR). Background: MS symptoms and injuries adversely impact worker health and performance in surgical environments. Half of the surgical team members (e.g., surgeons, nurses, trainees) report MS symptoms during and after surgery. Although the ergonomic risks in surgery are well recognized, little has been done to develop and sustain effective interventions. Method: Surgical team members (n = 14) participated in focus groups, performed a 10-min simulated surgical task with a commercial upper-body exoskeleton, and then completed a usability questionnaire. Content analysis was conducted to determine relevant themes. Results: Four themes were identified: (1) characteristics of individuals, (2) perceived benefits, (3) environmental/societal factors, and (4) intervention characteristics. Participants noted that exoskeletons would benefit workers who stand in prolonged, static postures (e.g., holding instruments for visualization) and indicated that they could foresee a long-term decrease in MS symptoms with the intervention. Specifically, raising awareness of exoskeletons for early-career workers and obtaining buy-in from team members may increase future adoption of this technology. Mean participant responses from the System Usability Scale was 81.3 out of 100 (SD = 8.1), which was in the acceptable range of usability. Conclusion: Adoption factors were identified to implement exoskeletons in the OR, such as the indicated need for exoskeletons and usability. Exoskeletons may be beneficial in the OR, but barriers such as maintenance and safety to adoption will need to be addressed. Application: Findings from this work identify facilitators and barriers for sustained implementation of exoskeletons by surgical teams.
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    The Feasibility of AgileNudge+ Software to Facilitate Positive Behavioral Change: Mixed Methods Design
    (JMIR, 2024-11-13) Shojaei, Fereshtehossadat; Shojaei, Fatemehalsadat; Desai, Archita P.; Long, Emily; Mehta, Jade; Fowler, Nicole R.; Holden, Richard J.; Orman, Eric S.; Boustani, Malaz; Medicine, School of Medicine
    Background: In today's digital age, web-based apps have become integral to daily life, driving transformative shifts in human behavior. "AgileNudge+" (Indiana University Center for Health Innovation and Implementation Science) is a web-based solution to simplify the process of positive behavior change using nudging as an intervention. By integrating knowledge from behavioral economics with technology, AgileNudge+ organizes multiple steps, simplifies complex tasks, minimizes errors by enhancing user engagement, and provides resources for creating and testing nudge interventions. Objective: This paper aimed to outline the design process, methodologies, and usefulness of "AgileNudge+" for the development of evidence-based nudges. It used a mixed methods approach to evaluate the software's interface usability and usefulness for creating and testing nudge interventions. Methods: AgileNudge+ was developed through iterative processes integrating principles from behavioral economics and user-centered design. The content of AgileNudge+ operationalizes an Agile science-based process to efficiently design, embed, and disseminate evidence-based nudges that encourage positive behavior change without limiting choice. Using a mixed methods approach, we tested AgileNudge+ software's ability to organize and simplify the nudge intervention process, allowing a diverse range of scholars with limited knowledge of Agile science to use nudges. Usability testing assessed the tool's usefulness and interface with a sample of 18 health care professionals, each asked to interact with the software and create a nudge intervention to solve a problem within their professional project's sphere. Results: The study was funded in August 2022, with data collection occurring from June 2023 to July 2024. As of July 2024, we have enrolled 18 participants. Quantitative results found a mean usefulness rating of AgileNudge+ of 3.83 (95% CI 3.00-4.66). Qualitative results highlighted ways to modify the language used in AgileNudge+ to be more comprehensible to a diverse user base and promoted modifications to the software that facilitate real-time assistance and prioritize time efficiency in user interactions. Feedback further supported the positive impact of gamification on participant motivation when using the software. Conclusions: AgileNudge+ is an effective assistive tool for simplifying the positive behavior change process using nudge interventions, with tailored content and interactions to meet users' needs and demands. Building onto the current design, future iterations of AgileNudge+ will use artificial intelligence to process large volumes of data while reducing the time and mental energy required to scan for existing cognitive biases and nudge prototypes. The software is also being upgraded to build on current gamification efforts, encouraging more sustained motivation by increasing the temporal resolution of the digital interface. These modifications stay true to the agility and user-centered aspects of AgileNudge+, emphasizing the novelty of the constantly evolving software design process.
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    USABILITY TESTING AND THE RELATIONSHIP BETWEEN COMPUTER LITERACY AND EFFECTIVE USE OF A CHEMICAL KNOWLEDGE BASE BY FIRST-SEMESTER ORGANIC CHEMISTRY STUDENTS
    (Office of the Vice Chancellor for Research, 2012-04-13) Matthews, Kristin; Glass, Derek; Elliott, Rob; Denton, Ryan
    Usability testing is a technique that allows for the examination of a spe-cific user’s effectiveness, efficiency and satisfaction in achieving goals (Law, Hvannberg, 2002). This user-focused design process has been found to be particularly important in early site development. In this study, multiple inter-faces of the knowledge base will be examined comparatively, changing only the aesthetics. Using a think-aloud process, users will be walked through seven scenarios in the IUPUI Chemistry Knowledge Base, and asked to vo-calize their thoughts as they attempt each situation. Completion of user questionnaires and a post-test System Usability Scale (SUS) will provide recommendations from which improvements may be made to the design, layout and management of the Knowledge Base (Brooke, 1996).
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