reference1.pdf

16 J. ICT Res. Appl., Vol. 14, No. 1, 2020, 16-33

Received May 20th, 2019, Revised May 8th, 2020, Accepted for publication May 12th, 2020 Copyright © 2020 Published by IRCS-ITB, ISSN: 2337-5787, DOI: 10.5614/itbj.ict.res.appl.2020.14.1.2

User Efficiency Model in Usability Engineering for User

Interface Design Refinement of Mobile Application

Gladina Desideria1 & Yoanes Bandung2,*

Information Technology Research Group,

School of Electrical Engineering and Informatics

Institut Teknologi Bandung, Jalan Ganesha No.10, Bandung 40123, Indonesia

*E-mail: bandung@stei.itb.ac.id

Abstract. Designers are often confronted with challenges or difficulties when

designing user interfaces for mobile applications. The information must be clearly

delivered to the user and also have an aesthetic appearance and good

discoverability. One widely used method for conveying information is directing

user attention to a component that is related to his or her task. We propose a

recommender system by considering user efficiency in a user attention model. It

can give suggestions for designers to improve the appearance of the most efficient

component. This recommender system is aimed to help designers in the iteration

process of usability engineering, especially to direct user attention to the most

efficient component. This system analyzes actual user attention and then refines

the user interface based on the energy of each component compared with the

baseline energy. Our proposed model successfully increased the efficiency of a

mobile learning application from 83.65% to 85.58% and improved discoverability

of the most efficient component, thus reducing the task completion time.

Keywords: efficiency; mobile application; usability; user experience; user interface;

visual attention.

1 Introduction

The development of technology affects the learning methods used in education

systems with new concepts such as distance flexible learning (DFL), electronic

learning (eLearning) and mobile learning (mLearning) [1]. MLearning is an

evolution of ITB’s eLearning program (http://kuliah.itb.ac.id), combining the

ability of electronic learning with the benefit of flexibility [2]. The MLearning

application with video conference system was developed by Bandung, et al. [3],

motivated by the problem of eLearning not being sufficiently flexible. User

interface limitations on the mobile web makes students prefer accessing

applications via a computer desktop. Therefore, an Android-based learning

application was developed to ensure that students who are unable to attend classes

can access it anytime and anywhere [3]. However, the development of the

mLearning application was mainly focused on the implementation and

functionality of the application, without considering the user interface design.

User Efficiency Model in Usability Engineering 17

The user interface (UI) plays an important role in applications. It affects user

effectiveness and learning outcomes. It is important for a designer to understand

how to design UIs in a good way [4,5]. The purpose of the UI is to improve

usability and shape the user experience. Usability is a quality attribute that

represents the ease of use of a UI design [6] and how it can be used by a certain

group of users to achieve certain goals effectively and efficiently, and make them

satisfied within a certain context of use [7]. The user experience is the response

of the user when interacting with certain products [8].

In a computer-based learning system, information is processed by the user

through the UI as interaction intermediary [9]. The design process of an UI often

poses challenges and difficulties to designers, as it must clearly deliver the

information and deal with aesthetic goals [10]. The most common and widely

adopted strategy for designers to convey information clearly and make users

achieve their goals effectively is by visually directing the user’s attention along

certain paths through the web page design layout [11-13]. Meanwhile, to find the

final design, the designer must design the layout iteratively, exploratively and

correctively [14] to match user requirements and expectations.

Previous research has tried to solve the visual attention problem. One of them is

the research by Pang, et al. in [13]. They proposed a user attention model based

on temporal user attention behavior, applied in an automatic system. It is aimed

at helping designers to create a visual path along the components of a web page

by directing the user’s attention to achieve his or her goal effectively. This

approach improves user attention by automatically managing the scale, position,

distance, and color of the content on dynamic web pages. Thus, it effectively

directs the user’s attention to the information that is relevant for achieving his or

her goal.

Web and mobile design have similar characteristics. They both consist of a group

of different elements that are semantically related to each other (e.g. text, images,

and buttons) in 2D space [13]. This study tried to implement this model on a

different platform, i.e. a mobile application, for which there are specific

requirements. Mobile application design focuses on efficiency and

discoverability [15]. Efficiency is a decisive aspect of user performance related

to effectiveness [7]. Since there are limitations related to the screen size of mobile

devices, it is important to deliver the information precisely and maintain user

efficiency when they interact with the system [15]. Moreover, it is important to

satisfy the usability goal of discoverability by supporting the ease of use in

exploring the content, features and functions of the application [16,17].

Hence, this study proposes an attention model for mobile application design

based on the user attention model from Pang, et al. in [13], which can

18 Gladina Desideria & Yoanes Bandung

automatically analyze user attention and give recommendations for design

improvement based on the efficiency of the layout design. The proposed model

aims to help designers to direct the user’s attention so he or she can reach their

goal in the most efficient way and automatically analyze the iteration process in

usability engineering by considering effectiveness and efficiency. By directing

the user’s attention, it is hoped that the mLearning application can be improved

in such a way that it results in a better learning experience and improved student

performance (effectiveness and efficiency) toward the UI design.

2 Related Works

2.1 Design Optimization and Automation

In [18], Jamil developed the Interior Point Algorithm and improved a UI layout

adaptively by using quadratic programming for linear object functions. However,

UI design is not just a collection of linear components or content that is read in

sequence from top to bottom. UI design can use several reading patterns,

depending on how the designer wants their design to be read [10]. The research

about design automation by O’Donovan, et al. in [10] proposed an energy-based

model. The model optimizes the scale and position of each component but does

not consider other aspects, such as color, font type and text line breaks. It was

implemented on single-page graphic designs such as posters, advertisements,

leaflets, and others [10].

In contrast, web-based and mobile-based applications have a dynamic graphic

design covering multiple pages. Thus, Pang, et al. [13] built their model to enable

web designers to manage user attention through the visual flow of the interface

design. The user attention model was built by analyzing eye-gaze fixation and

transformed it into a transition and order path. The model was used to build a

system that can automatically adjust the ratio, scale, distance, position,

orientation, intensity, and color contrast of the components of web page designs

[13].

The research by Pang, et al. [13] is the most relevant model for our research, a

study on mobile applications. However, the user attention model still has some

room for improvement. Firstly, the adjustment of the design depends on what the

designer wants or needs. Secondly, the model directs the user’s attention in order

to make users accomplish their task effectively, but the efficiency of the usability

factor is not considered.

User Efficiency Model in Usability Engineering 19

2.2 User Interface Impact on Users

A user interface (UI) is the visual display or appearance of an application,

website, or other technologies [19]. A UI is a medium for users, the access point

to interact with the design. The UI design process aims to result in a good

interaction for users in order to improve the usability of an user interface [20].

Usability represents how easily users can access an interface design. Usability is

a quality feature that measures the usage convenience of a UI and refers to

methods for improving the ease of use of a system through the design process [6].

ISO 9241-11 [7] explains that usability is how a product can be used by a certain

group of users to achieve certain goals effectively, efficiently and gain

satisfaction within a certain context of use.

The usability of a technology is important because it deals with user performance,

effectiveness, and efficiency [7]. Effectiveness refers to accuracy and

completeness in achieving certain goals. Efficiency refers to resources spent by

the user to increase the accuracy and completeness in achieving their goals [7].

Moreover, users always have their own insights, feelings and responses toward

the product; this is called the user experience (UX) [8,21].

2.3 Visual Attention

Visual attention is what users perceive in a design or the specific area on which

they focus their attention. Understanding how users perceive and how users pay

attention to a visual design is an important factor that can help designers make a

design more effective [13]. As mentioned in prior studies, visual attention follows

certain reading patterns that are widely used, e.g. the Z-pattern, the F-pattern,

bottom-up and top-down [22,23]. However, the user’s visual attention is not only

determined by these patterns. Designers can manipulate the user’s attention by

arranging the interface’s visualization appropriate to the goal or task the user

wants to accomplish [13].

Creating an attention path to guide users toward the achievement of their goal is

done by many web designers, since it delivers the information efficiently and

helps users accomplish their goals more easily and quickly [11,24].

3 Methodology

Since this study concerns usability, two methodologies that have been developed

to create UIs (usability engineering by Jakob Nielsen [25] and the user attention

model by Pang, et. al [13]) were adopted in the iteration process. The user

attention model was modified to help the designer refine the UI design and help

users achieve their goals efficiently. This paper proposes a recommender system

by adapting and modifying the model of Pang, et al. as shown in Figure 1.

20 Gladina Desideria & Yoanes Bandung

Figure 1 Proposed method.

3.1 Pre-Design Stage

The first step was identifying the user requirements of the mLearning application

and transforming them into a flow diagram to know the interaction of the features

over the different pages. After that, the designers defined the usability and the

user experience goals that must be fulfilled by the design. In this study, the

usability goal was based on user performance: the effectiveness and efficiency of

the UI design and the UX. The usability goal was discoverability, since this factor

is affected by user attention.

User Efficiency Model in Usability Engineering 21

3.2 Design Stage

In this stage, the designers made a high-fidelity prototype that already had a well-

balanced layout of the user interface, called the first version of the design. Then,

user testing was performed to test the first design version among 20 participants.

During the test, their faces and screen activities were recorded.

User testing was held under task-driven condition, as shown in Table 1. Each

participant was asked to finish tasks without receiving any clues about task

completion and with no time limitation. After finishing several tasks, they were

interviewed to collect user attention data within the design to validate the record.

Table 1 User testing tasks.

Scenario Related Page

Task 1 User should enroll certain subject Home

Task 2 User should find certain material in certain subject Subject Menu

3.2.1 User Efficiency Model

This research proposes a user efficiency model based on Pang, et al. in [13] to

develop a recommender system for design optimization to direct user attention to

the most efficient component. The attention model of Pang, et al. consists of two

related constituents of attention motion among the components, i.e. transition and

order. Both have their own modeling. Our proposed model creates a transition-

and-order model based on the efficiency factor. Since efficiency is determined by

time [7], the proposed model modifies both constituents by calculating the

number of steps there are between a component and achieving the goal. The

transition model is expressed as 𝑝𝑡 (𝑐𝑖 (𝑙𝑖 ) → 𝑐𝑗 (𝑙𝑗 )), where 𝑙𝑖 − 𝑙𝑗 is the number

of users that shift from 𝑐𝑖 to 𝑐𝑗. The order model is expressed as 𝑝𝑜 (𝑐𝑖 (𝑙𝑖 ) <

𝑐𝑗 (𝑙𝑗 )), where 𝑙𝑖 < 𝑙𝑗 is the number of users that see component 𝑐𝑖 right before

𝑐𝑗.

3.2.2 Component Segmentation

The next step was segmenting the components of each one-page design. Design

elements that are classified as components are icons, buttons, text related to tasks,

and hyperlinked images. Each component of the design page was separated by

the designers into a single component by making a virtual boundary

segmentation.

3.2.3 Component Efficiency Hierarchy

Our proposed model modifies the arrangement of hierarchy in [13] by choosing

the most efficient component as the highest level of the hierarchy because this

22 Gladina Desideria & Yoanes Bandung

research aimed to make a model that can guide users to the most efficient

component. This means that the most efficient component has the least number

of steps (l) to task completion.

More steps are less efficient or less related or there is no step that cannot be used

to achieve the goal. Thus, this paper modified the ordered sequence (𝑆) in [13] to 𝑆𝐸 , where 𝑆𝐸 is the expected efficiency sequence. Each page design in this research has a specified path in an ordered sequence of hierarchical component

efficiency, expresssed as 𝑆𝐸 = {𝑐1, 𝑐2, … , 𝑐𝑘 }, where 𝑐1 is the most efficient component and 𝑐𝑘 is the least efficient component.

3.2.4 Transition Matrix

The user attention data from the first user test were used to make a transition

matrix as in [13]. This matrix is used to see the number of users who transition

from one component to another component in a page design [13]. The transition

matrix is expressed as 𝑇(𝑐𝑖 , 𝑐𝑗 ) [13], where 𝑇 is the percentage of users that shift

their attention from component 𝑐𝑖 to component 𝑐𝑗.

3.2.5 Order Matrix

An order matrix was used to study the order of the temporal sequence of user

attention toward the design during the first user test [13]. The order matrix is

expressed as 𝑂(𝑐𝑖 , 𝑐𝑗 ) [13], where 𝑂 is the percentage of users that see component

𝑐𝑖 before component 𝑐𝑗. The order matrix was normalized as Eq. (1) [13]:

Ȏ = ∑ 𝑂(𝑐𝑖,𝑐𝑗)

∑ 𝑂(𝑐𝑖,𝑐𝑗) 𝑘 𝑖

𝑘 𝑖=1 (1)

Then the normalized matrix is added up across the rows of each component as

the order probability of actual user attention, expressed as in Eq. (2) [13]:

ℎ(𝑐𝑖 ) = ∑ �̂�(𝑐𝑖 , 𝑐𝑘 ) 𝑘 𝑖=1 (2)

Getting the actual user attention 𝑆𝐴 from the calculation of ℎ(𝑐𝑖 ) is done by sorting them from the largest to the smallest.

3.2.6 Design Optimization

Design optimization was based on how much energy was needed by each

component compared with the baseline of the total page design energy. The

energy baseline was calculated from the condition where the hierarchy matches

100% with hierarchy 𝑆𝐸 . This means that the user attention of the tested users conformed to 𝑆𝐸 . Furthermore, the actual energy of the page design that we want to refine is also calculated.

User Efficiency Model in Usability Engineering 23

This energy term was developed based on Pang, et. al [13] as attention term 𝐸𝑎𝑡𝑡. 𝐸𝑎𝑡𝑡 is used to direct actual user attention to conform to the sequence hierarchy 𝑆𝐸 . The attention term is formed from the order term 𝐸𝑎𝑡𝑡

𝑂 and the transition term

𝐸𝑎𝑡𝑡 𝑇 with Eq. (3) [13]:

𝐸𝑎𝑡𝑡 = 𝐸𝑎𝑡𝑡 𝑂 + 𝐸𝑎𝑡𝑡

𝑇 (3)

The order term 𝐸𝑎𝑡𝑡 𝑂 is used to ensure that 𝑐𝑖 in 𝑆𝐸 is noticed before its successor

𝑆𝑖. This term is defined as in Eq. (4) as follows [13]:

𝐸𝑎𝑡𝑡 𝑂 = −

1

|𝑆𝐸|−1 ∑

1

|𝑆𝑖| ∑ [ 𝑝𝑜 (𝑐𝑖 < 𝑠) − 𝑝𝑜 (𝑠 < 𝑐𝑖 ) ]𝑠 ∈ 𝑆𝑖𝐶𝑖∈𝑆 (4)

where 𝑠 is a member of set 𝑆𝑖 and 𝑆𝑖 = { 𝑐𝑗 | 𝑗 > 𝑖, 𝑐𝑗 ∈ 𝑆𝐸 }. Then, the transition

term 𝐸𝑎𝑡𝑡 𝑇 is used to ensure that the way the user reads the components matches

the sequence of the components in 𝑆𝐸 . This term is determined by Eq. (5) below [13]:

𝐸𝑎𝑡𝑡 𝑇 = −

1

|𝑆𝐸|−1 ∑ 𝐶𝑖∈ 𝑆𝐸\𝑐𝑘 [𝑝𝑡 (𝑐𝑗 |𝑐𝑖 ) − max𝑒 ∈ 𝑁𝑖\𝑐𝑗

𝑝𝑡 (𝑐𝑘 |𝑐𝑖 )] (5)

where 𝑁𝑖 is the neighboring component of 𝑐𝑖 directly adjacent to it and 𝑒 is a member of set 𝑁𝑖 . Since mobile phones have a compact screen and our model includes all components on a page, we replaced variable 𝑒 from [13] with 𝑐𝑘. Thus, the transformation of variable 𝑒 in 𝑝𝑡 (𝑐𝑗 |𝑐𝑖 ) and 𝑝𝑡 (𝑐𝑘 |𝑐𝑖 ) is defined as in

Eqs. (6) and (7) as follows, respectively:

𝑝𝑡 (𝑐𝑗 |𝑐𝑖 ) = 𝑝𝑡 (𝑐𝑖→𝑐𝑗)

∑ 𝑝𝑡(𝑐𝑖→𝑐𝑘) 𝑘 𝑖=1

(6)

𝑝𝑡 (𝑐𝑘 |𝑐𝑖 ) = 𝑝𝑡 (𝑐𝑖→ 𝑐𝑘)

∑ 𝑝𝑡(𝑐𝑖→𝑐𝑘) 𝑘 𝑖=1

(7)

The attention energy of each component is compared with its baseline. The

difference shows the designer if the energy of each component should be

increased, decreased, or retained. Then, the designer iterates the design based on

the recommendation from the energy term.

3.3 Post-Design Stage

After the redesign process was finished, a second user test was performed with

the same participants. It was used to evaluate the usability and user experience of

mLearning after its UI was iterated based on the proposed model. The efficiency

was measured by the overall relative efficiency metric, the effectiveness was

measured by task completion, and the user experience was measured by the first-

click percentage.

24 Gladina Desideria & Yoanes Bandung

4 Result and Discussion

Two page designs (‘Home’ and ‘Subject Menu’) were chosen to represent

different tasks. Figures 2 and 3 show a comparison of the designer’s expected

user attention (left) and the actual user attention (right), which were totally

different.

Then, the attention energy was calculated to know each component’s attention

energy in order to make a recommendation for the design iteration process based

on Eq. (3). Based on the 𝐸𝑎𝑡𝑡 𝑇 for the page ‘Home’ (see Figure 4), the lowest

attention energy (indicated by a solid line) was shown by 𝑐1, which means that this component had the largest gap with its baseline (dash line). The users passed

over 𝑐1 and 𝑐2 because they were too small and did not look like clickable buttons.

The highest energy was owned by 𝑐5 and 𝑐6, which indicates that the users tended to focus their attention on large pictures with bright colors contrasting with the

background. As shown in Figure 2, 𝑐1 was read after 𝑐5, 𝑐3, 𝑐6. This component had low energy because it was not read according to the sequence in which the

page should be read. The actual user attention of page ‘Home’ was 𝑆𝐴 = {𝑐5, 𝑐3, 𝑐6, 𝑐1, 𝑐2, 𝑐7, 𝑐8, 𝑐4, 𝑐9}.

Figure 2 Design version 1: user attention comparison for the page ‘Home’.

User Efficiency Model in Usability Engineering 25

Figure 3 Design version 1: user attention comparison for the page ‘Subject Menu’.

Figure 4 Attention gaps for the page ‘Home’.

26 Gladina Desideria & Yoanes Bandung

The 𝐸𝑎𝑡𝑡 𝑇 for page ‘Subject Menu’ (in Figure 5) shows that 𝑐1 (solid line) had the

lowest attention energy and had the largest gap with its baseline (dash line).

Meanwhile, 𝑐2 had the highest energy and was closest to its baseline, since most users accomplished task 2 by first looking at this large and eye-catching menu.

They said that they did not even see the other components because they already

found 𝑐2. Moreover, they did not realize that the goal of the second task could be achieved with only one click on 𝑐1, because its color did not attract their attention. As shown in Figure 3, the actual user attention of the page ‘Subject Menu’ was

𝑆𝐴 = {𝑐2, 𝑐5, 𝑐3, 𝑐6, 𝑐4, 𝑐1}.

Figure 5 Attention gaps for the page ‘Subject Menu’.

After that, the designer refined both UIs referring to the energy gaps generated

by the recommender system by looking at the stripe-bar in Figure 4 to iterate the

page ‘Home’ and to Figure 5 to iterate the page ‘Subject Menu’. Making an

automatic design refinement in graphic design is very difficult [10] and

sometimes does not deliver a satisfying result [13], since it involves artistic taste,

which is impossible to compute. Hence, this study used the energy gaps as a

benchmark for the designer to iterate it manually

Figure 6 presents the result of the design iteration process by adjusting the color,

contrast, brightness, size, and font thickness in each design. For example, 𝑐1 of page ‘Home’ (left) was changed by adding a boundary that makes it look like a

clickable button and it was made yellow and the font was made larger and bold

to make it stand out more. Then, 𝑐5 and 𝑐6 were modified by changing the

User Efficiency Model in Usability Engineering 27

partition into three columns with a darker background color and making the icons

smaller. The icon’s color was deliberately made less bright than that of buttons

𝑐1 and 𝑐2. Another significant change was in component 𝑐2 of the page ‘Subject Menu’ (right). To make the users notice 𝑡ℎ𝑐1, the icon of the subject was changed by adding a correlated icon with a larger size and make it vertically arranged with

a lighter background (grey). To make the user read 𝑐1 before 𝑐2, the designer decreased the size of each icon of menu 𝑐2 and changed the background to a darker color (black).

Figure 6 Result of design refinement (design version 2).

After the design iteration was conducted, design version 2 was tested among the

20 participants. The result of the second user test for the page ‘Home’ showed

that the proposed model could increase the attention energy 𝐸𝑎𝑡𝑡 of some of the components. As presented in Figure 7, 𝑐1, 𝑐2, 𝑐3 and 𝑐6 had higher attention energy than before (see the solid line). Even though the model could not

completely raise the user attention to baseline energy (shown in Figure 4), at least

𝑐1 now had the highest attention energy. This means that the users chose 𝑐1 as the

28 Gladina Desideria & Yoanes Bandung

initial point of their order and transition matrix and saw it as the most efficient

component to complete their task. Although the energy of some of the

components was increased, the actual user attention of the page ‘Home’ was still

not sequenced as expected. The actual user attention was 𝑆𝐴 = {𝑐7, 𝑐1, 𝑐3, 𝑐5, 𝑐6, 𝑐2, 𝑐4, 𝑐8, 𝑐9}. Users tended to read the label of component (𝑐7) first and then looked for the component that only related to their task (𝑐1). Also, they preferred looking at an attractive picture (𝑐5,𝑐6) or at the bottom navigation (𝑐3).

Figure 7 Attention energy comparison for the page ‘Home’.

The result for the page ‘Subject Menu’ in Figure 8 shows that some components

(𝑐1, 𝑐3, 𝑐4) had attention energy enhancement, indicated by the solid line. Although 𝑐1 strongly increased, it still could not exceed the energy of 𝑐2. 𝑐2 constantly grabbed the user’s attention and was the component that was most

visited by the users. Nevertheless, the actual user attention of this page almost

reached the expected user attention 𝑆𝐸 with 𝑆𝐴 = {𝑐1, 𝑐4, 𝑐2, 𝑐3, 𝑐5, 𝑐6}. This proves that the design iteration could change how the users read the components.

The same as with the page ‘Home’, the reason why 𝑐4 was second in the order of 𝑆𝐴 was simply because the users tended to read the label of something first or right after they looked at something to make certain.

User Efficiency Model in Usability Engineering 29

Figure 8 Attention energy comparison for the page ‘Subject Menu’

4.1 Usability Evaluation

An evaluation related to reaching the usability goals (effectiveness and

efficiency) was performed. The effectiveness was measured by task completion

according to [26,27] and the efficiency was measured by overall relative

efficiency based on [26,27]. Table 2 presents the result of the usability evaluation.

Table 2 Usability evaluation.

Usability goals Metrics Design

version 1

Design

version 2

Effectiveness Completion rate 92.5% 90%

Efficiency Overall relative efficiency 83.65% 85.58%

After the design iteration from design version 1 to version 2, the effectiveness of

mLearning decreased from 92.5% to 90%. However, this number is still in the

safe range and above average. Sergeev in [26] states that products with an

effectiveness range of 90-100% are within the ‘good’ range and Sauro in [28]

states that the average rate of task completion is 78%. In contrast, the efficiency

increased from 83.65% to 85.58%. The design refinement helped the users to

complete their task more rapidly by directing the user attention to the most

efficient component.

30 Gladina Desideria & Yoanes Bandung

4.2 User Experience Evaluation

Figure 9 shows the discoverability of each component on the page ‘Home’. The

result shows that in the usability test on design version 1 (stripe bar), 50% of the

users first clicked on 𝑐3, 30% first clicked on 𝑐1 and 20% first clicked on 𝑐6. However, in the user test of design version 2 (solid bar), the discoverability of the

most efficient component increased: 65% of the users first clicked 𝑐1, 25% first clicked 𝑐2 and 10% first clicked 𝑐3.

Figure 9 Discoverability for the page ‘Home’.

Figure 10 shows the discoverability of the page ‘Subject Menu’. The result shows

that in the usability test of design version 1 (stripe bar), most users (80%) first

clicked 𝑐2, followed by 𝑐3 (20%). Similar to the previous page, in the user test of design version 2 (solid bar), the discoverability of the most efficient component

increased: 50% of the users first clicked 𝑐1, 15% first clicked 𝑐2 and 35% first clicked 𝑐3. The result shows better discoverability of the most efficient component within 𝑆𝐸 on both pages, which reduced the task completion time and increase efficiency.

User Efficiency Model in Usability Engineering 31

Figure 10 Discoverability for the page ‘Subject Menu’.

5 Conclusion

The proposed model for design refinement could successfully direct user

attention to the most efficient component. The components in the first user test

that failed to attract user attention were noticed by the users in the second user

test. The user experience goal, i.e. discoverability, helps users finish their task by

being able to quickly find the most efficient component related to their task. The

efficiency of the mLearning application increased from 83.65% to 85.58%

between the first and the second user test, but the effectiveness decreased slightly.

From this study, other facts about visual user attention were revealed. First, users

were interested in components with pictures and were attracted by colorful, bright

and contrasting components. Size and layout also grabbed their attention more.

The users tended to look at the textual information in a button first to make sure

they clicked on the right button. The area of a mobile application that received

most attention from the users was from the middle-top to the bottom of the screen.

Discoverability has a positive impact on the efficiency of a user interface design.

The more discoverable a component, the faster users complete their task. Thus, it

is better if the designer directs the user attention to the most efficient component.

This research had several limitations. Some things still need to be improved in a

future research. First, this recommender system is not yet able to provide definite

and detailed suggestions about which color is supposed to be changed, to what

32 Gladina Desideria & Yoanes Bandung

size a component should be changed, and other adjustments. It only shows what

components should be improved and the designers then has to refine them

intuitively. Second, in a next research it would be better to consider other usability

and user experience goals to give a broader insight into user attention in mobile

applications. Finally, since it is difficult to see at what component a user’s eye

gaze is directed at while using a compact mobile phone screen, the position of

attention a could be determined more accurately if it was analyzed by an eye

tracker.

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