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[VNSGU JOURNAL OF SCIENCE AND TECHNOLOGY] Vol.5. No. 1, July, 2016 28 - 52,ISSN : 0975-5446
Analysis of Usbability Metrics for Mobile Applications
PATEL Nidhi N.
Site,Nathdwara
Technical University, Kota
DALAL Pankaj Site, Nathdwara Rajasthan
Rajasthan Technical University, Kota
Abstract
One can find a rapid growth in popularity of mobile devices and mobile application in recent years.
This in turn has recognised usability as important factor of quality to be evaluated. To increase
usage and popularity of mobile application developer needs to improve its quality and to improve
quality one needs to improve usability. One important step of Usability Evaluation ( UE ) of mobile
application is to get user’s perception about the application as usability measure is completely user
dependent. The aim of this paper is to suggest a new SDLC based on usability for improving the
usability factor of mobile applications.
Keywords: Usability; Usability Attributes, Usability metrics, SDLC, Mobile Applications,
Usability based SDLC.
1. Introduction
The popularity of mobile application has inspired the developers to develop application for almost
all fields and tasks to be performed through mobiles. Various tasks are being introduced day by day
due to enhancement of new mobile technology which allows the users to perform tasks speedily,
remotely and accurately. The quality metric is having a vital role in recent years as the usage of
Mobile applications has been increased greatly. The usability metric in a mobile context has gain
importance among the quality metrics. Usability along with the functionality is the core factor
behind rising and falling of Mobile applications.
Research studies & reviews have been made in the area of improving usability and most of them
concluded with providing guidelines for designing of User Interface in order to improve usability.
But usability is not only about User Interface.
Usability is user dependent factor of quality. It is must to get users’ opinion about the application to
improve usability of Mobile application. No user testing can find out users’ perception about
Mobile applications like what user feels while using various Mobile applications, what they like,
what they don’t like, which features they would like to change and why, etc.Hence it is compulsory
to get user opinion about the application because if the users do not find the application usable then
he/she would not use the application. To get user’s view about mobile application we have
performed a survey.This paper aims to present some activities to be performed at all stages of
SDLC in order to improve the usability of mobile applications based on survey data analysis, UE-
Usability Engineering & UELC-Usability Life Cycle.
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 29
2. Literature Review
2.1 What is Mobile Application?
Mobile Applications are software/set of program that runs on a mobile device and performs certain
tasks for the user. We can say mobile apps are add-on software for smart phones which are
designed to assist us in our everyday life. In most of mobile devices some Mobile Applications are
pre-installed on mobile and other applications can be downloaded from the internet and can be
installed it in mobile phone. Different Mobile Applications run on different platforms like Android,
iOS, Windows, BlackBerry (RIM), Symbian, etc.
The Mobile Application delivers a wide mixture of application area. People use Mobile
Application for various purposes like to connect with internet(browsing), interact with
world(chatting), getting information from distance place(reading news), social
communication(facebook, twitter, etc), identifying location, road navigation, vehicle tracking,
finding out any place using GPS, control home devices via mobile, online shopping, mobile
banking and e-Ticketing, listing music, playing games, watching videos/television, learning
recopies, calculating loan instalments, voice recording, language translation, order food parcel from
restaurant, etc.
2.2 Types of Mobile Applications
Mobile Applications can be divided in following 3 categories [9]:
1. Web Applications
2. Native Applications
3. Hybrid Applications
2.3 What is Usability?
The term usability was being introduced in early 1980’s to replace the term “user friendly” while
measuring the quality of software [16].
The definition given in the ISO standard for software qualities (ISO 1991b) is product and user-
oriented: “a set of attributes of software which bear on the effort needed for use and on the
individual assessment of such use ...” According to ISO 9241, Part 11, usability is “the extent to which a product can be used by
specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a
specified context of use.”
Different people use the word usability in different context. Most commonly usability is used to
refer to ease of use. In this context it falls under Usefulness, which comes under Practical
acceptability under System Acceptability as shown in Fig-2.1 below [15].
As shown in Fig-2.1 the usefulness of a product can be measured by two key features – its utility
and its usability. Utility refers to a product’s capability to carry out an intended function. Usability
refers to how easy users find it to accomplish that intended function. The figure also defines
sub features of usability which can be defined as attributes of usability as shown in Fig- 2.2. This
attributes are quite similar to what Zhan and Adipat [21], Ahmed[1],Neilsen[22] have mentioned.
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 30
Figure -2.1 Usability as ease of use.
2.4 Why Usability is important?
In the current competitive market of Mobile Application, usability is a necessary condition for
survival. If user finds the application difficult to use, user would leave it as number of other
options are available for them. If the homepage fails to clearly state what an application serves
and what users can do with the application, user would not use the application at all. If users get
confuse and lost while using the application, user will simply stop using the application. If the
application's information is hard to read or doesn't answer users' key questions, they leave. There
are plenty of other applications available offering the same service to user; so for user leaving is the
first option when users encounter a difficulty.
The first law of e-commerce is that if users cannot find the product, they cannot buy it either. For
companies who sell their products thru Mobile Application, it is compulsory to make the
application easy to understand and easy to use to improve their sales. This two ease of use &
understanding are attributes of usability, means that application need to have usability as a quality
factor.
2.5 Usability Evaluation (UE)
Usability Evaluation is the process by which usability of Mobile Application is evaluated from
various aspects, like the application is easy to use or not, whether the users are able to efficiently
use the products to perform their desired tasks or not, and that users enjoy using the products, the
application is providing good UI or not, it is having high accessibility & learnability or not, etc.
R. Bernhaupt has classified following UE methods [17]:
• User testing (in the laboratory and the field)
• Inspection oriented methods (like heuristic evaluation and cognitive walkthrough)
• Self-reporting and inquiry oriented methods (like diaries and interviews)
• Analytical Modelling (task model analysis and performance models)
Ivory [12] has also mentioned the UE methods along with techniques used in each class.
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 31
Figure - 2.2 Attributes of Usability
2.5.1 Usability tests
They are performance measurements to determine whether usability goals have been achieved or
not [17]. It describes the activity of performing usability tests in a laboratory or at field with a
group of users and recording the results for further analysis. Various testing methods used in
usability testing are: thinking aloud protocol, performance testing, log file analysis, etc.
2.5.2 Inspection:
Inspection oriented UE methods are commonly used in industry because they are fast and cheap.
Most commonly used methods are: heuristic evaluation and cognitive and pluralistic walkthrough.
It has been found that inspection-oriented methods lack validity when applied to mobile devices
because they do not consider the contextual factors that affect user-system interaction. The success
of these methods lies in the expert’s ability to interpret the context of use and to draw meaningful
conclusions [17].
2.5.3 Inquiry:
To evaluate mobile devices and applications, questionnaires and self-reporting methods are
additionally used to survey users’ behaviours and usage of the systems. As traditional
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 32
questionnaires conducted at the end of the usage are able to show several hindering effects, new
variations of these methods have been developed [17].
2.6 Usability Metrics
Nielsen [22] has mentioned 5 usability metrics: Efficiency of use, learnability, memorability,
errors/safety and satisfaction. Boehm’s model incorporates 19 different quality factors
encompassing product utility, maintainability, and portability [1]. The MUSiC model proposed by
Bevan in 1995 was concerned specifically with defining measures of software usability, many of
which were integrated into the original ISO 9241 standard. However, a strictly performance-based
view of usability cannot reflect other aspects of usability, such as user satisfaction or learnability
[14]. Azham [4] reviewed the existing metrics for desktop application and then he tried to develop
a new conceptual model which suggests metrics to be calculated for usability evaluation of M-
Application. Nigel [14] has also mentioned the MUSiC method which gives effectiveness,
efficiency, productive period, learnabilty and satisfaction as usability metrics. Formulas for
measuring the same are also provided [14]. Jeff [24] has mentioned some more metrics like Task
time, Pages view/click, Error, etc.
3. Research Methodology
3.1 Purpose of Research
Usability along with the functionality is the core factor behind rising and falling Mobile
Applications. Research studies & reviews have been made in the area of improving usability and
most of them concluded with providing guidelines for designing of UI in order to improve
usability. But usability is not only about UI. When we are talking about usability, we are talking
about efficiency, learnability, memorability, productivity, satisfaction, effectiveness etc. All of
these attributes need to be considered to improve usability. These attributes are measured by
various usability metrics (like user efficiency, user satisfaction, user expectation, task time, error
rate, page views/clicks, etc.). Hence to improve usability we need to consider all these usability
attributes in early phases of SDLC which is not the case with currently adopted methodology for
Mobile Applications development.
Problem Statement
Usability is user dependent factor of quality. It is must to get users’ opinion about the application to
improve usability of Mobile Application. No user testing can find out users’ perception about
Mobile Applications like what user feels while using various Mobile Applications, what they like,
what they don’t like, which features they would like to change and why, etc. The analysis of
usability metrics identifies reasons for low values of usability. This information about users’ views
can be used to introduce new activities in early phases of SDLC to improve usability of the final
product.
Research Question
What metrics should be analysed in order to improve usability of Mobile Applications by
introducing which new activities into SDLC phases?
For answering this research question, a number of secondary research questions have to be
answered like:
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 33
What is Mobile Application?
Which Usability Metrics are used to evaluate usability of Mobile Applications?
What metrics should be analysing in order to improve usability of Mobile Applications?
What activities to be introduced in SDLC phases in order to improve usability of Mobile
Applications?
Research Objective:
The above research question will be answered by achieving the following objectives:
Primary Objective:
Identifying and analysing usability metrics in order to improve usability of Mobile Applications by
suggesting activities to be included in early phases of SDLC.
It Requires:
To study about Mobile Applications.
To study about usability evaluation metrics for Mobile Applications.
To indicate the metrics to be considered for usability improvement.
To introduce new activities into SDLC phases to improve usability.
Research Design
The aim is to improve usability of Mobile Applications by introducing new activities at early
phases of SDLC. The analysis of usability metrics identifies reasons for low usability values. This
result leads to some activities to be performed in early phases of SDLC in order to improve
usability of Mobile Applications. The figure 3.1 shows the workflow, the research design to be
followed to achieve the above mentioned objectives.
Figure 3.1- Research Design
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 34
3.2.1 Sampling Design:
Usability is a user dependent factor of quality. When usability metrics tend to measure usability,
they are actually measuring users’ experience & reviews about usage of Mobile Applications.
Hence for our analysis of usability metrics we will use users’ reviews about Mobile Applications.
Users’ views about Mobile Application usage would be changing with time, experience, evolving
technology and availability. Hence we will not use secondary data instead we will collect users’
views as our primary data for analysis. Also we are planning to cover as many possible users of
different categories, occupancies, age groups, areas and different mentalities for various types of
Mobile Applications, various types of mobile devices, various types of mobile OS. So we will
perform a survey based on questionnaire to collect our data.
The target of our survey is to get responses while covering people from different areas, different
age groups, with different occupancies and different requirements from Mobile Applications.
While covering as many possible users, as many possible Mobile Applications are also need to be
covered with different devices, operating systems, categories & versions as well. Hence the
sampling universe would be infinite. The sampling unit would be group of people who are using
smart phones and various Mobile Applications for various tasks. Here we are not mentioning the
source list as our sampling universe is infinite.
3.2.2 Questionnaire Design:
The parameters of interest are usability metrics so our survey questionnaire includes questions for
usability metrics for collecting users’ views as data. The survey includes 44 question regarding 6
different usability metrics which are:
A. User Satisfaction Metric (Q8 to Q14)
B. User Efficiency Metric (Q15 to Q21)
C. Task Time Metric (Q22 to Q26)
D. Error Metric (Q27 to Q30)
E. Page Views/Clicks Metric (Q31 to Q34)
F. User Expectation Metric (Q35 to Q44)
The Questionnaire i.e. survey form is shown in appendix. The users have been provided options for
giving answers in terms of scale like: (more, average, less), (all of them, some of them, none of
them), etc. The purpose is to make it easy to divide the metrics into submetrics as follows:
User Satisfaction Metric: Fully Satisfied, Average Satisfied and Not Satisfied.
User Efficiency Metric: High Efficient, Efficient and Low Efficient.
Task Time Metric: Less Time, Average Time, More Time.
Error Metric: Less Errors, Average Errors, More Errors.
Page Views/Clicks Metric: Less Clicks, Average Clicks, More Clicks.
3.3 Data Collection
We have performed a survey for data collection. The survey was performed in 2 ways:
online and manual. The online survey was performed through Google form service, which is free
online survey service. It returns back the responses into form of an excel sheet. The social network
of Facebook was also used for online survey. While for offline survey, hard copies of survey forms
were distributed and got them filled back by respondents. The replies of manual survey is then
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 35
added to the excel sheet of online survey. Total 500 people had participated in the survey. The
collected data of 500 respondents is shown in appendix.
3.4 Data Analysis
The collected data is then divided into 4 groups based on users’ occupancy: Job group, Business
group, Student group and Housewife group depending on their occupancy. Following steps are
performed on the collected data:
1. The values of usability metrics & submetrics are calculated for all groups.
2. Analysis is performed for identifying reasons for getting low values of these metrics.
3. Descriptive Statistics is calculated for all metric values to find out analysis to be performed
further.
4. Correlation analysis is performed to find out whether any relationship exists between the
usability metrics or not.
5. ANOVA & t-Test analysis is performed to find out difference of user efficiency metric for
job, business & student group.
6. Regression analysis is performed to find out the exact relationship between user efficiency
& task time, error, page views/clicks metrics.
7. The analysis result is interpreted and mapped to SDLC phases by introducing new
activities into early phases.
All the statistical analysis is performed by using Microsoft Excel; no specific software has been
used.
4. Data Analysis
The collected data for Job group, Business group, Student group and Housewife group is presented
in Table - 4.1.
Table 4.1 responses received from survey
At this point we eliminated the housewife group as there was not enough number of responses for
this group to be analysed. Metric wise data analysis for rest of each group is performed.
4.1 Survey Analysis
All the user responses are divided into 3 groups Fully/High, Average/Medium, Less/Low according
to the answers and average is calculated for all 3 groups. Table 4.2 shows the average submetric
values. Based on this data the questions from questionnaire are found due to which the Fully
Satisfied, High Efficient, Less Time, Less Errors and Less Clicks metrics got low values.
The common reasons for getting low values of user satisfaction metric are as follows:
User Groups Reviews Business Count 105
Housewife Count 32 Job Count 217
Student Count 146
Grand Total 500
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 36
By using Mobile Applications how do you feel?
How many times do you get confused while using application?
How many times do you find the application unnecessarily complex?
Table -4.2 Average values of submetrics for all Groups
The common reasons for getting low values of user efficiency metric are as follows:
Are you able to use Mobile Application without errors in first attempt?
How many features do you remember for any application after a gap of time?
The common results for getting low values of task time metric are as follows:
How much time do you take for using any application for first time?
The common reasons for getting low values of error rate metric are as follows:
While using Mobile Application how many errors do you repeat frequently or always?
The common results for getting low values of page views/clicks metric are as follows:
How many click/key press do you make while using any application for first time?
The mapping Table 4.3 shows the mapping of all these common reasons to usability attributes. This
mapping result identifies the usability attributes that needs to be considered in early phases of
SDLC to improve the values of respected usability metrics which in turn would improve usability
of final product.
Metric Average of Response Received
Business Group Job Group Student Group
User
Satisfacti
on
Metric
Fully
Satisfi
ed
Avera
ge
Satisfi
ed
Not
Satisfi
ed
Fully
Satisfi
ed
Avera
ge
Satisfi
ed
Not
Satisfi
ed
Fully
Satisfi
ed
Avera
ge
Satisfi
ed
Not
Satisfi
ed
68 71 10 133 156 16 92 98 12
User
Efficienc
y
Metric
High
Efficie
nt
Efficie
nt
Low
Efficie
nt
High
Efficie
nt
Efficie
nt
Low
Efficie
nt
High
Efficie
nt
Efficie
nt
Low
Efficie
nt
43 56 14 81 128 26 63 81 14
Task
Time
Metric
Less
Time
Avera
ge
Time
More
Time
Less
Time
Avera
ge
Time
More
Time
Less
Time
Avera
ge
Time
More
Time
29 61 15 74 120 22 34 87 25
Error
Metric
Less
Errors
Avera
ge
Errors
More
Errors
Less
Errors
Avera
ge
Errors
More
Errors
Less
Errors
Avera
ge
Errors
More
Errors
41 57 8 107 100 10 57 75 15
Pages/Vi
ew
Click
Metric
Less
Clicks
Efficie
nt
Click
More
Clicks
Less
Clicks
Efficie
nt
Click
More
Clicks
Less
Clicks
Efficie
nt
Click
More
Clicks
35 62 8 85 106 26 52 73 21
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 37
These reasons themselves give the points to be considered to improve the mapped usability
attribute. Table 4.4 shows the reasons and the concluded result points to be considered in SDLC.
Table -4.3 Attribute Mapping Table
Reasons for low values Usability Attribute
By using Mobile Applications how do you feel? Satisfaction
How many times do you get confused while using application? Efficiency
How many times do you find the application unnecessarily
complex? Effectiveness
Are you able to use Mobile Application without errors in first
attempt? Learnability
How many features do you remember for any application after
a gap of time? Memorability
How much time do you take for using any application for first
time Learnability
While using Mobile Application how many errors do you
repeat frequently or always? Memorability
Table 4.4 Summary of analysis result points
Reasons for low values Result Point
How many times do you get confused while using
application?
How many times do you find the application unnecessarily
complex?
How many features do you remember for any application
after a gap of time?
Irrelevant or more
information makes the
applications complex and the
users might get confused.
Are you able to use Mobile Application without errors in
first attempt?
How much time do you take for using any application for
first time?
Improper help/manual may
lead to confusion which may
result into errors in first
usage.
The descriptive statistics for the metric data is shown in Table 4.5. In Table 4.5 we can see that the
Mean & Median values are very close to each other for all the metrics. This suggests that we can
select regression analysis as a technique for the purpose of data analysis.
Table 4.5 descriptive statistics result
User
Efficiency
Task Time Error Page
views/clicks
User
Satisfaction
Mean 56.2222222 39.8888889 52.2222222 52 72.88888889
Standard Error 12.4049472 9.06832773 12.4150198 10.80637672 17.65521991
Median 56 29 57 52 71
Mode 81 #N/A 57 #N/A #N/A
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 38
Standard Deviation 37.2148417 27.2049832 37.2450593 32.41913015 52.96565973
Sample Variance 1384.94444 740.111111 1387.19444 1051 2805.361111
Kurtosis 0.24933933 -
0.83839653
-
1.31108744
-0.908444963 -1.128376546
Skewness 0.68626137 0.84633146 0.22001346 0.312244845 0.168080248
Range 114 75 99 98 146
Minimum 14 12 8 8 10
Maximum 128 87 107 106 156
Sum 506 359 470 468 656
Count 9 9 9 9 9
4.2 Correlation Analysis
The result of correlation analysis is shown in Table 4.6. It is clear from the Table 4.6 that both the
user efficiency & user satisfaction are strongly related to error and page views/clicks. Also the user
efficiency is proportionate to user satisfaction i.e. if user efficiency increases, user satisfaction
increases and vice versa. This implies that consideration of either of them in further analysis will
not affect our result.
Table 4.6 correlation analysis summary
User
Efficiency Task Time Error
Page vies/
clicks
User
Satisfaction
User Efficiency 1
Task Time 0.287702 1
Error 0.923976 0.519889 1
Page views/clicks 0.972774 0.429015 0.962978 1
User Satisfaction 0.965017 0.373534 0.977224 0.96070375 1
4.3 ANOVA Analysis
Now further we are applying ANOVA analysis to our data to find out whether job, business and
student users are equally efficient or not only for the data of user efficiency metric as shown in
Table 4.7.
Hypothesis 1Job users, business users and students are equally efficient in using the Mobile
Applications.
H0: μ1 = μ2 = μ3
H1: at least one of the means is different.
Table 4.7 ANOVA Summary
SUMMARY Count Sum Average Variance
High Efficient 3 187 62.33333 361.3333
Efficient 3 265 88.33333 1336.333
Low Efficient 3 54 18 48
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 39
Job User 3 235 78.33333 2606.333
Business User 3 113 37.66667 462.3333
Student User 3 158 52.66667 1202.333
Table 4.8 ANOVA Analysis Summary
Source of Variation SS Df MS F P-value F crit
Rows 7588.222 2 3794.111 15.91193 0.012467 6.944272
Columns 2537.556 2 1268.778 5.321062 0.07463 6.944272
Error 953.7778 4 238.4444
Total 11079.56 8
Table 4.8 shows summary of ANOVA analysis where F > F crit ( 15.91193 > 6.944272 ) so the
hypothesis is rejected. The means of the three populations are not equal. That means job users,
business users and student users all not equally efficient in using Mobile Applications. At least one
of them is different.
4.4 t-Test Analysis
We found as a result from ANOVA analysis all 3 groups of users are not equally efficient. To find
out which pair is different we need to perform t- test. We have to perform t-test for 3 times for 3
pairs: job & business, job & student, business & student. Starting with job & business groups we
define our second hypothesis as follows:
Hypothesis 2 Job users are as efficient as the business users.
H0: μ1 - μ2 = 0
H1: μ1 - μ2 ≠ 0
Table 4.9 shows result of the t-test for job & business groups for efficiency metric. Table 4.14
shows that none of the conditions are false i.e. neither t stat < -t Critical two tail nor t stat > t
Critical two tail as per two-tail-test. So the Hypothesis is not rejected.
This implies that Hypothesis is correct means the job users are almost as efficient as the business
users, though the mean values for both the populations(78.333, 37.67) are quite different.
Table 4.9 T-Test Job & Business Analysis Summary
Job
User
Business
User
Mean 78.33333333 37.66666667
Variance 2606.333333 462.3333333
Observations 3 3
Hypothesized Mean Difference 0
Df 3
t Stat 1.271523366
P(T<=t) one-tail 0.146584509
t Critical one-tail 2.353363435
P(T<=t) two-tail 0.293169019
t Critical two-tail 3.182446305
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 40
Hypothesis 3 Job users are as efficient as the student users.
H0: μ1 - μ2 = 0
H1: μ1 - μ2 ≠ 0
Table 4.10 t-Test Job & Student Analysis Summary
Job
User
Student
User
Mean 78.33333333 52.66667
Variance 2606.333333 1202.333
Observations 3 3
Hypothesized Mean
Difference 0
Df 4
t Stat 0.720350091
P(T<=t) one-tail 0.255579002
t Critical one-tail 2.131846782
P(T<=t) two-tail 0.511158005
t Critical two-tail 2.776445105
Table 4.10 shows result of the t-test for job & student groups for efficiency metric. Table 4.10
shows that none of the conditions are false i.e. neither t stat < -t Critical two tail nor t stat > t
Critical two tail as per two-tail-test. So the Hypothesis is not rejected.
This implies that Hypothesis is correct means the job users are almost as efficient as the student
users, though the mean values for both the groups(78.33, 52.67) are quite different.
Hypothesis 4 Business users are as efficient as the student users.
H0: μ1 - μ2 = 0 , H1: μ1 - μ2 ≠ 0
Table 4.11 shows result of the t-test for business & student groups for efficiency metric.
According Table 4.11 the two-tail-test the first condition i.e. t stat < -t Critical two tail is true. So
the Hypothesis is rejected. This implies that Hypothesis is not correct means the business users and
student users are not equally efficient in using the Mobile Applications.
Table 4.11 T-Test Business & Student Analysis Summary
Business
User
Student
User
Mean 37.66667 52.66667
Variance 462.3333 1202.333
Observations 3 3
Hypothesized Mean
Difference 0
Df 3
t Stat -0.63678
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 41
P(T<=t) one-tail 0.284767
t Critical one-tail 2.353363
P(T<=t) two-tail 0.569533
t Critical two-tail 3.182446
The output of t-test on job, business & student groups confirmed the result achieved by ANOVA
test i.e. job, business & student users are not equally efficient. This implies that different types of
users with different characteristics would have different efficiency & learnability.
4.5 Regression Analysis
From the results correlation analysis it is clear that user satisfaction and user efficiency metrics
follows the same patters i.e. both tends to increase or decrease simultaneously. Hence we are not
considering user satisfaction metric for regression analysis even.
Now we will apply regression analysis to the remaining metrics user efficiency, task time, errors
and Page Views/Clicks metrics. After applying regression analysis onto these 4 metrics data results
obtained are as below:
Table 4.12 Regression Analysis Result
Regression Statistics
Multiple R 0.983453706
R Square 0.967181192
Adjusted R Square 0.947489908
Standard Error 8.527811002
Observations 9
The Table 4.12 shows the Regression Analysis Results; here the value of R Square is 0.97
which implies that 97% variation of User Efficiency is explained by the variations of Task
Time, Error and Page views/clicks. The more it is closer to 1 the better the regression fits the
data.
Table 4.13 Regression Analysis Anova Summary
Df SS MS F Significance F
Regression 3 10715.93775 3571.9793 49.1172218 0.000392811
Residual 5 363.6178025 72.72356
Total 8 11079.55556
The Table 4.13 shows the ANOVA summary of Regression Analysis which denotes the value of
Significance F is 0.0004 which is very lesser then 0.05 which makes it sure that the results are
reliable.
Table 4.14 Regression Analysis Summary
Coefficients Standard Error t Stat P-value
Intercept 3.402518521 6.888694571 0.4939279 0.64228806
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 42
Task Time -0.23006604 0.13650897 -1.685355 0.15273342
Error 0.071098162 0.334105371 0.2128016 0.83988568
Page Views/clicks 1.120843815 0.362991903 3.0877929 0.02722757
Table 4.15 Regression Analysis Residual Output
Observation
Predicted User
Efficiency Residuals
1 89.2568592 -8.256859197
2 126.5609867 1.439013321
3 28.19398645 -2.193986449
4 38.87516154 4.124838462
5 62.91340185 -6.913401852
6 9.487063736 4.512936264
7 57.91674679 5.083253208
8 70.54073369 10.45926631
9 22.25506006 -8.255060065
The Table 4.14 describes the Regression Analysis Summary. In this table the first column
represents Coefficients from which the regression line developed is:
y = User Efficiency = 3.403 -0.23 * Task Time + 0.071 * Error + 1.121 * Page Views/Clicks
In other words, for each unit increase in task time, User Efficiency decreases with 0.23 units. For
each unit increase in Error, User Efficiency increases with 0.071 units and for each unit increase in
Page Views/Clicks User Efficiency increases with 1.121.
The Table 4.15 represents the residual output of regression analysis. The second column of Table
4.15 shows predicted values of user efficiency based on values of task time, errors and page
views/clicks by regression analysis. The third column shows the difference between the actual
value and predicted values of user efficiency for our data set.
The line graph in the figure-4.1 shows the comparison between actual user efficiency and predicted
user efficiency from the regression line developed from the data.
As one can see that there is very small difference between actual user efficiency and predicted user
efficiency, which implies that the user efficiency is dependent on task time, error and Page
Views/Clicks as per the developed regression line. This implies that the metrics to be considered
are: Task Time Metric, Error Metric and Page Views/Clicks Metric.
Table 4.16 shows the result point table which includes all the result points developed from data
analysis mapped with the respected usability attributes.
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No of Observations
Figure–4.1 Comparison between Actual User Efficiency & Predicted User Efficiency
4.6 Result Interpretation:
These result points are used for proposing some activities to be performed for improvement of
usability while developing Mobile Application. These proposed activities are based on survey
result points. Modern SDLC methodology proposed by Valacich [30] is selected as base for
introducing new activities. Usability engineering (UE) along with UELC-Usability Engineering
Life Cycle are also integrated into SDLC. Mayhew [26] has suggested Usability Engineering Life
Cycle, which defines phases/activities related to usability that are required to perform during
various phases of SDLC in order to integrate usability engineering into SDLC.
Various phases & activities of SDLC are as follows for Mobile Applications development:
4.6.1 Project Selection and Planning
The first phase is concerned with the feasibility of the new application. It consists of
finding the need and importance of developing the Mobile Application. An argument whether to
continue with development of new application or not is made and finally if the argument results
into positive conclusion than the application is developed by following rest of the activities in rest
of phases of SDLC.
The need for new application may result from:
The desire to reach more customers.
The realization that use of Mobile Application would finally increase the profit.
4.6.2 Analysis
Here the functionalities of the application under development are figured out and while doing some
special activities are introduced to consider usability.
0
20
40
60
80
100
120
140
1 2 3 4 5 6 7 8 9
Use
r Ef
fici
en
cy
Uset Actual Efficiency vs User Predicted EfficiencyPredicted User Efficiency
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 44
Table 4.16 Data Analysis Result Points
Result
Point RP)
Derived results Derived From Usability
Attributed
RP1 Different users with different characteristics would
have different efficiency & learnability.
ANOVA & t-Test
Efficiency
RP2 User efficiency is positively related to user
satisfaction. If efficiency increases satisfaction
would increase and vice versa.
Correlation
Analysis Satisfaction
Efficiency
RP3 User efficiency is dependent on task time, error
rate & page views/clicks.
Regression
Analysis Learnability
Memorability
Efficiency
RP4 If Task time required by users to perform the task
increases user efficiency decreases and vice versa.
Regression
Analysis Learnability
Memorability
Efficiency
RP5 If error rate increases user efficiency increases and
vice versa.
Regression
Analysis Learnability
Memorability
Efficiency
RP6 If page views/clicks increase than user efficiency
increases and vice versa.
Regression
Analysis Learnability
Memorability
Efficiency
RP7 Irrelevant or more information makes the
applications complex and the users might get
confused.
Survey Analysis
Effectiveness
RP8 Improper help/manual may lead to confusion
which may result into errors in first usage.
Survey Analysis Learnability
Efficiency
These activities are:
4.6.2.1 Requirement Gathering & Specification
The process of requirement gathering is a challenge in case of Mobile Application development
compare to traditional application development because of various reasons like: Changing
requirements of users, continuous evolution in technology, limitations of mobile device (screen
size, battery life, etc.) and large number of users. We suggest using questionnaire to collect users’
views that give idea about how they prefer the product to work like, to look like, etc.
Generally the Mobile Applications are evolved based on users’ feedback resulting in new versions.
Identifying users’ views in the beginning of application development would decrease the number of
iterations required in evolving the application and also the cost & time of development and training
users.
4.6.2.2 Target User Analysis
Mobile Applications are developed almost for all areas and hence it has users of various classes
with various skills, nature & expectations. According to RP1 of Table 4.16, different users with
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different characteristics would have different efficiency & learnability. Now both efficiency &
learnability is having great impact on usability. This implies that while developing an application
the developer needs to understand the characteristics of the target users in order to improve the
usability of the application. Knowing the target users would also help the developers to satisfy the
users which again improve the usability as user satisfaction directly affects usability.
The target user Analysis is introduced to identify the target users and their characteristics. This
would help the developer and designer to understand the user. Under this analysis users’
characteristics are identified like: age, gender, education, occupancy, purpose of using Mobile
Applications, experience of using Mobile Applications, frequency of using Mobile Application,
learnability & capability of using Mobile Application, usage constraints, etc.
4.6.2.3 Task Analysis
The RP4 of Table 4.16 says that the task time required by users to perform the task greatly affects
the user efficiency and hence affects usability. In order to improve the usability designers have to
design the task modules and UI in such a way that would decrease the task time required by the
users to perform the task. For that designers have to first understand the way of working of users,
what users would do to complete the task. This information can be collected by task analysis. By
performing task analysis designers would find the sequence of steps performed by users in order to
perform a task. Some tasks would be such that it would require sequences of steps to be performed
while some tasks can be performed by a single click/tap.
One more objective of introducing task analysis is to help/support users while performing the task
through Mobile Applications by providing some extra information/functionality not identified
during requirement specification which would increase effectiveness and hence usability of Mobile
Applications.
4.6.2.4 Workflow Analysis
Workflow analysis would further analysis the results of task analysis to find out information like:
which task requires a sequence of steps to be performed, what are the common steps amongst the
task sequences, on performing the task does it lead to any other task if yes which task, the tasks can
be abandoned in between or not, users can jump onto jump onto some other task while performing
one task, etc.
All these information is useful to designers for developing the designs in order to make them
effortless for users. So to improve task analysis analyst should perform workflow analysis.
4.6.2.5 Identify Usability Goals
Durrani [25] has suggested Usability Engineering Life Cycle- UELC. In which he has suggested to
define usability goals in the requirement phase but we have included this phase in analysis phase.
These usability goals cover usability attributes like: learnability, memorability, efficiency,
effectiveness & satisfaction. The usability goals define what has to be done in order to achieve high
values of usability attributes for e.g. “application can be learnt in less than 2 minutes (learnability),
user is able to perform N tasks without errors (efficiency)”.
This makes it clear that defining usability goals requires information about target users & their way
of thinking and we are collecting this information through task analysis & user analysis in analysis
phase so we have added the usability goals into analysis phase as activities after task analysis &
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user analysis. These goals are identified from user analysis & task analysis. These usability goals
are than used in design phase for developing the UI.
4.6.2.6 Usability Evaluation Metrics
Usability engineering suggests to measure usability characteristics at all phases of SDLC so we
have added this activities at the end of analysis phase, before moving onto design phase [25].
During this activity the analysis made in previous activities is evaluated in terms of usability.
Prototypes or mock-ups are generated based on analysis results (user analysis, task analysis & work
flow analysis) and then tested to measure the usability metrics. These calculated values of usability
metrics specify the expected values of metrics to be achieved after the completed Mobile
Application is used by target users.
Table 4.24 shows various evaluation metrics to be calculated. These metrics are selected from
survey questionnaire in such a way to cover all usability attributes. The first column of Table 4.13
shows the 3 main measures of usability efficiency, effectiveness and satisfaction while the second
column shows the related questions included in questionnaire as part of survey.
4.6.3 Design
The third phase is systems design. During systems design, analysts convert the description resulted
from analysis phase into design specification. In this phase database design, program design and UI
design specification are developed from analysis specifications developed in last phase. The
activities for UI design are:
Table 4.24 Summarized Usability Evaluation Metrics
Usability Evaluation Metrics
Template Related Survey Questions
Efficiency
Easy to use
Are you able to use Mobile Application without errors in first
attempt?
While using Mobile Application how many features can you use
without errors?
Easy to remember
After using Mobile Application how many features do you
remember?
How many features do you remember for any application after a
gap of time?
Easy to learn
At first time how do you use Mobile Application?
When do you use manual/help while using Mobile Application?
How much time do you need to achieve expertise for using most
application?
Easy error recovery How much time do you spend for correcting errors while using
any application?
Satisfaction
Usefulness Does the application work the way you want?
Are you satisfied with the applications?
Enjoyable By using Mobile Applications how do you feel?
Do you find the UI of application user friendly?
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Trustworthy Would you recommend the applications to your friends?
Effectiveness
Effortless
How much time do you take for using any application for first
time?
How much time do you take for reading manual/help while using
any application?
Simple & effective interface Do you find the UI of application user friendly?
Less complex
How many times do you get confused while using application?
How many times do you find the application unnecessarily
complex?
4.6.3.1 CMD – Conceptual Model Design
Durrani [25] has mentioned use of CMD into design phase in UELC for integrating usability into
SDLC. This model represents the way most people think reason and use the M- Applications. It is
developed from the analysis (user analysis, task analysis & work flow analysis) made in last phase.
4.6.3.2 DUID – Detailed User Interface Design
Durrani [25] has suggested including the DUID phase into design phase of UELC for improving
usability. This activity includes designing of screen layouts, dialogue boxes, feedback, inputs &
outputs as well. Designers make use of CMD-activity of design and the usability goals developed
in requirement phase for improving usability of application. It is the most effective way of
integrating users’ thinking into interface.
While designing UI designer must follow some design points to avoid complex & confusing UI
designs. All these points are derived from result points. The number at the end of each point
denotes the respected result point that makes the base for introducing the design point.
Various design points to be considered are:
Keep the design as simple as possible.
Maximize the visibility.
Don’t overload user’s memory.
Provide only relevant information to the task.
Minimize search time. – RP4
Reduce users’ effort. – RP6
Prevent terrible user errors. – RP5
Provide enjoyable, satisfying & easy to use interface. – RP2
4.6.3.3 Target User Acceptance test
Now at the end of design phase it is time to measure the design from usability point of view
according to usability engineering, for that user acceptance tests are introduced. In this activities
paper prototypes or mock-ups have to be made up based on design specifications developed in
previous activities and test them on target users.
The behaviour of the users’ have to be recorded while performing the tests to collect information
regarding usability attributes like: learnability, memorability, complexity, effort required,
satisfaction, etc. From these measured attributes values usability metrics can be calculated. These
RP7
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calculated values have to be compared with the expected values resulted from evaluation metrics-
activities of analysis phase, if the measured values are less than expected values than applications
needs to be redesign.
We have introduced the activities to measure usability at the end of each phase so that variance in
usability metrics values compare to usability metrics values of last phase can be identified
4.6.4 Implementation & Testing
This phase includes 2 activities implementation and coding. Implementation consists of coding the
program based on design specification. Testing consists of testing the application is tested by
applying various testing techniques. We have introduced testing of usability metrics at each phase
hence testing will not require much effort & time in this phase. And the implementation of Mobile
Figure 4.2 Comparison between Modern SDLC & usability based
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Applications are done by the users so implementation part does not need to be handled in case of
Mobile Applications.
4.6.5 End User Reviews
In the modern SDLC the implementation & testing phase is the final phase. But here we have
added one more everlasting phase considering the evolving nature of Mobile Applications. To
implement this designer has to design a feedback provision for users. Once the Mobile Application
is placed in market the users would start using them and providing feedback about the applications.
Based on this feedback the applications would be modified and new version is placed in market for
users. This phase is kept everlasting considering that users would like to use modified and more
functional applications.
Consolidation of all above activities implies whole new SDLC which is mainly concentrating on
identification & improvement of usability as a quality attribute from the first phase of SDLC till the
last phase. Hence we have given a name: UBSDLC – Usability Based SDLC for Mobile
Applications development to this new SDLC.
The proposed UBSDLC methodology is shown in comparison with modern SDLC in figure-4.2.
The blue eclipse in the figure-4.2 shows various phases of modern SDLC. The pink trapezoid
boxes represent the common activities in both methodologies. The green boxes shows the activities
which are included in SDLC phases and are not included in UBSDLC phases. While the orange
rounded boxes shows the activities which are proposed in UBSDLC and which are not there in
modern SDLC.
5. Conclusion
In the current competitive market of M-Application, usability is a necessary condition for survival.
The application must have usability as a quality factor. Users want Mobile Applications to be
simple and fast. Just one bug or usability issue can spoil the entire user experience. And with so
much competition in this new era, if users don’t have an excellent experience with your
application, they will switch to a rival product faster. If user finds the application difficult to use,
user would leave it as number of other options are available for them. Thus usability is a crucial
attribute of quality to be considered while developing M-Applications. Hence we had analyzed
usability metrics to propose some activities in order to improve usability of M-Applications.
5.1 Proposed Usability Based SDLC Methodology
We have proposed UBSDLC Methodology for development of Mobile Applicationsby considering
usability as a core factor. This methodology has been developed by integration usability
engineering and UELC into modern SDLC phases. While doing this we have also included
activities derived from survey results. The figure 5.1 shows the proposed Usability Based SDLC
Methodology.
5.2 Limitations
In this methodology we have considered the constraints which make the development of M-
Application different from traditional application development like: Connectivity problems,
Mobility issues, Cross platform compatibility, Limitations of mobile device, Limited resources, etc.
On considering all these issues some more activities are included as sub phases almost in all phases
of Usability Based SDLC which are as shown in figure 5.1. The purple boxes shows the activities
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related to mobile issues, which are: Data Access Analysis, Data Distribution Analysis, Security
Analysis, platform Analysis in analysis phase and Data Access Design, Synchronization & Auto
Backup Design in design phase.
Figure – 5.1 Proposed Usability Based SDLC Methodology
VNSGU Journal of Science and Technology – V 5(1) - 2016 - 51
We have only suggested the activities to handle the issues but we have not provided the exact
definition of each of these phase related to mobile issues. This is the limitation of the proposed
UBSDLC methodology for developing M-Applications.
5.3 Future Research Work
The future research work can be done for defining the activities to be performed into sub phases
related to mobile issues in UBSDLC. What has to be done, how these activities are to be carried
out, what would be the input of the phases, what would be the output, how to interpret the output
and how to use the output, etc, can be defined to complete the UBSDLC methodology to make it
practically applicable.
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