- Usability and User Interface Design
- Innovative Human-Technology Interaction
- Personal Information Management and User Behavior
- Technology Adoption and User Behaviour
- Technology Use by Older Adults
- Child Development and Digital Technology
- Green IT and Sustainability
- Mobile Health and mHealth Applications
- Augmented Reality Applications
- Persona Design and Applications
- Web Applications and Data Management
- Assistive Technology in Communication and Mobility
- Mobile and Web Applications
- Educational Assessment and Pedagogy
- Tactile and Sensory Interactions
- Mobile Learning in Education
- Online Learning and Analytics
- Context-Aware Activity Recognition Systems
- Reading and Literacy Development
- Education and Technology Integration
- Virtual Reality Applications and Impacts
- Educational Games and Gamification
- Color perception and design
- ICT in Developing Communities
- Digital Marketing and Social Media
Universiti Putra Malaysia
2015-2024
Telkom Institute of Management
2020
Lancaster University
2005-2008
This study aims to identify telecom customer segments by utilizing machine learning and subsequently develop a web-based dashboard. The dashboard visualizes the cluster analysis based on demographics, behavior, region features. applied analytic pipeline that involved five stages i.e. data generation, pre-processing, clustering, clusters analysis, visualization. Firstly, customer’s dataset was generated using Faker Python package. Secondly pre-processing which includes dimensionality...
Objective: This study aims to integrate Bronfenbrenner’s Ecological Systems Theory (EST) and Self-Determination (SDT) identify key factors influencing sustainable health behaviors among students in China. Theoretical Framework: Based on EST SDT, the examines how environmental resources, social support, psychological motivation jointly affect students’ behaviors. focuses external environments, while SDT highlights intrinsic motivational needs. Method: Data were collected from national...
Engaging older adults in physical activity is crucial for improving their health and quality of life. Mobile exergames, which combine exercise interactive gaming, offer a promising solution to enhance among this demographic. However, the usability such applications critical factor adoption effectiveness. This study evaluated mobile exergame application designed promote adults, using mixed-method approach that combined quantitative qualitative data. A total 33 participants aged 55 above were...
In this paper we describe briefly three systems: onCue a desktop internet-access toolbar, Snip!t web-based bookmarking application and ontoPIM an ontology-based personal task-management system. These embody context issues to differing degrees, use them exemplify more general concerning the of contextual information in 'intelligent' interfaces. We look at relating interaction 'appropriate intelligence', different types that arise architectural lessons have learnt. also highlight outstanding...
Dyslexia is one of the most common Specific Learning Difficulties (SpLDs) in world. Students with dyslexia have poor fluency reading, writing, spelling, speech, short-term memory, and also other related disorders. In addition emotion recognised as important cognitive difficulty that affects learning. often suffer emotions like frustration low self-esteem due to lack achievement. As a result, they may develop behaviour or perceive by others misbehaviours. order address learning difficulties...
This paper proposes a model for usability evaluation in view of smartphone characteristic, user interface design, and context of use approach. A set mobile related bibliographic has been reviewed. Consequently, 4 contexts, 12 features, 31 usability criteria have identified. Later, the reviewed items are classified according to identified context, usability features, attributes. The is then validated using expert an online survey. survey result is compared with simulated response verify...
Different complex interactions in web applications has raised new concerns on the behavior modeling approach. Web designers should designate and provide a clear view design model stages. In this paper, we propose called UEWDM (UML Extensions Design Model) which utilizes Unified Modeling Language (UML) Profiles as graphical notation stage. manage navigational by two sub models Navigation Space Model Access Model. Our contributions based UML specific elements order to support those modeling....
Computers have become part of our homes and day-to-day lives. This paper presents selected results an interview-based user study focused on information management the personal computer. We focus Desktop, confirming previous studies as well revealing new issues ensuing design suggestions. While even basic competence users inventively appropriated desktop, some features, in particular user-defined shortcuts, appeared counter-intuitive, were underused. Users are still dissatisfied with their...
As software and web applications run on the same machine, traditional usability evaluation techniques can be easily conducted for these applications. Whereas, mobile application operates profoundly different machine environment; smartphones. The unique characteristics of phones pose challenges in adopting evaluating This implies that also have properties user interface compared to application. Thus, methods are prone towards unreliable analysis. Previous studies proposed framework native...
This paper presents the experience and results aimed at evaluating user (UX) of children while interacting with a mobile application prototype, named Fantasy Land. The goal was to investigate children's acceptance enjoyment as well find out suitability such evaluation conducted children. first author who is also main experimenter in this study took around 3 weeks complete sessions that involved 18 were recruited from selected school among friends family members. A set questionnaire known...
Due to the recent COVID-19 pandemic that has swept globe, more people are working from home. People use synchronous applications communicate remotely because they not able meet face-to-face. However, few research studies on issues surrounding virtual conference application, particularly those include collaborative activities, have been conducted. The usability study recruited 16 participants (in four groups of four) synchronously while performing such as drawing together a shared screen....
With the advancement of HCI technologies, user's bodily movement can now be placed in centre experience. Exergames, a combination exercise and games, allows users to use their body as input devices reach games' goals. A sedentary lifestyle, one where little physical activity is done, common nowadays individuals become dependent on technological aids assist running daily actions. Physical activities attained using exergames it helps encourage some fitness for through physically entertaining...
The objective of this research is to provide public society and web developers with a higher level awareness on accessibility issues in Malaysian websites. finding extremely crucial avoid discrimination among the disable community use Information Communication Technologies (ICT) their daily lives. Accessibility evaluation has been performed four broadsheet news websites using two online automated tools. analysis based compliance WCAG (Web Content Guidelines) 2.0 standard. also identified...
<p class="apa">Much attention is now given on producing quality graduates. Therefore, outcome-based education (OBE) in teaching and learning being implemented Malaysia at all levels of especially higher institutions. For implementing OBE, the design curriculum courses should be based specified outcomes. Thus, challenge for assessment that it capable measuring whether intended outcomes have been achieved or not. Likely, by assisting lecturer preparing examination paper aligns with...
The way we manage our personal information varies considerably between users. An exploratory study was conducted to investigate the decision making process when storing new items and in particular their dumping behavior, which define as putting some unclassified/partially classified storage. It found that users `dump' unsure where store, do not have time decide or want lose sight of data - these all an impact on future retrieval. Understanding this behavior suggests design opportunities...
This paper presents the evaluation of a mobile application employing Tangible User Interface (TUI) technology to enhance educational involvement children experiencing dyslexia. The primary objective this is assist these in overcoming challenges related reading, spelling, pronunciation, and writing, issues often associated with lower self-esteem dissatisfaction an academic setting. study adopts User-Centered Design (UCD) approach, focusing on specific needs preferences dyslexia during...
This paper presents initial work on mobile user-interface for electronic medical record cardio experts. The current problem exits when the existing system is left unused by users, in our case surgeons due to bad user interface design which involve a heavy cognitive loads and navigation problems. Medical records contain treatment history relevant experiences related patient care. In order avoid based (PMR) drawbacks, most industrialized nations have implemented (EMR). research aims evaluate...
Students with dyslexia are known to have difficulties in phonology, spelling, reading, and writing. Therefore, specific intervention needs be introduced the students order help overcome their difficulties. The existence of Dyslexia Association Malaysia (DAM) that provides dyslexic intensive education program becomes a primary place for parents seek intervention. Based on DAM experience handling dyslexia, we conducted preliminary study comprises semi-structured interview observation result...
Student engagement is one of the most important elements in a likelihood school failure or dropout. Therefore, it vital to measure student as quickly possible and often prevent occurred prolonged situation. There few ways assess that includes self-reporting, teachers rating, interviews observation. However, these methods are not only takings time but also need lot hard work, cost difficult conduct for very short time. we proposing an alternative predict through frontal face detection. We...
With the rapid progression in information and network technologies, web-based educational environment like electronic learning (e-learning) websites mobile (m-learning) are increasingly common to be used as a platform for teaching activities. Prior studies website design have confirmed crucial role of aesthetics attracting users, encouraging further exploration influencing user performance positively. However, framework designing an aesthetic that should positive impact on experience is...
Metaphor is a representation of object and situation that have meaning comparable to real thing convey the message people. The purpose using metaphor facilitate in making communication more direct effective for particular user communities. This study reveals design issues paddy farmer population agriculture domain Malaysia. work motivated by ICT-Based Agriculture Flagship Blueprint Malaysia Government, an initiative equips stakeholders including farmers with ICT knowledge on multiple...