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Replying to Your Threads Comments Can Boost Engagement by 42% buff.ly/DzKIlFQ #Usability #GraphicDesign #WebDesign #Analytics #UXdesign #userexperience

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Augmented Reality with Haptic Feedback and Conversational Avatars for Teaching Inflammatory Arthritis: Pilot #Study on #Usability #UX and Acceptability Date Submitted: Mar 15, 2026. Open Peer Review Period: Mar 25, 2026 - May 20, 2026.

Reminder>> Augmented Reality with Haptic Feedback and Conversational Avatars for Teaching Inflammatory Arthritis: Pilot #Study on #Usability #UX and Acceptability (preprint) #openscience #PeerReviewMe #PlanP

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#accessibility #usability #PublicHealth #HealthEquity #DigitalHealth

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Stop Designing for Delighted Users (and Start Designing for Cognitive Strain) "Delight" is the ultimate trap: by making the web frictionless, we’ve made it forgettable. In 2026, the most successful brands are abandoning "seamless" UX in favor of "Meaningful Friction"—intentiona...

Stop Designing for Delighted Users (and Start Designing for Cognitive Strain)
webdesignerdepot.com/stop-designi... #ux #usability #userexperience

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Augmented Reality with Haptic Feedback and Conversational Avatars for Teaching Inflammatory Arthritis: Pilot #Study on #Usability #UX and Acceptability Date Submitted: Mar 15, 2026. Open Peer Review Period: Mar 25, 2026 - May 20, 2026.

Augmented Reality with Haptic Feedback and Conversational Avatars for Teaching Inflammatory Arthritis: Pilot #Study on #Usability #UX and Acceptability (preprint) #openscience #PeerReviewMe #PlanP

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User Testing an mHealth Behavioral Health App for Hopi/Tewa Youth During the #covid19 Pandemic: #usability Study Background: American Indian/Alaska Native (AI/AN) people represent a culturally diverse people group within the United States. AI/AN people experience some of the most severe health disparities in the United States, including behavioral health. A quarter of AI/AN people in the United States live on tribal lands, experiencing significant barriers to mental health resources and broadband infrastructure for telehealth. We developed Amplifying Resilience Over Restricted Internet Access (ARORA)—a mobile health (mHealth) smartphone app, promoting mindfulness practices and community building through AI/AN culture and values. Originally co-designed with both Hopi/Tewa and Navajo youth and adults, this study evaluated app resonance among Hopi/Tewa youth, supporting its iterative design. While we initially planned in-person user testing, this was moved online due to the #covid19 pandemic. Objective: This study assessed the potential and acceptability of an mHealth app supporting Hopi/Tewa youth practicing mindfulness inspired by their culture, values, and beliefs. This research served as preliminary work for an ongoing, iterative participatory action research study, identifying points of improvement to align with our partner community’s goals. Methods: After meeting with 6 community advisory board members and focus groups prior to this study, we developed a prototype for ARORA. This study evaluated intuitiveness and #usability through testing and interviews with Hopi/Tewa youth. All meetings with stakeholders were moved online due to the #covid19 pandemic. Using screen-sharing via Zoom (Zoom Communications, Inc) and Android emulators, we received feedback for the iterative design process. Results: This study involved 9 participants aged 16-24 years. Of these participants, 1 was male and 8 were female; all identified as Hopi/Tewa and/or Tewa. This study included a quantitative assessment using a modified version of the User Version of the Mobile Application Rating Scale. The mean score across all questions was 3.71 (SD 0.427), suggesting generally positive reception. Qualitative results from thematically analyzing open-ended focus group data produced 5 open codes and 12 axial themes, reaching thematic saturation after engaging with 9 participants. Qualitative feedback revealed that while its use was generally enjoyable, the ARORA app could be more specific to Hopi/Tewa culture. Finally, we reflect on adaptations made to our initial protocol in response to the #covid19 pandemic, offering guidelines for future mHealth work involving rural or hard-to-reach communities. Conclusions: In this evaluation and #usability testing of the ARORA prototype, participants expressed interest and engagement in the mindfulness activities. Participants also identified spaces in which the app could improve, both in #usability and in cultural groundedness, especially with the visual dimensions of the app. Reflecting on our experience in facilitating remote user testing, we encourage future work in rural mHealth to consider practices for conducting research when in-person meetings are not feasible.

JMIR Formative Res: User Testing an mHealth Behavioral Health App for Hopi/Tewa Youth During the #covid19 Pandemic: #usability Study #mHealth #BehavioralHealth #IndigenousHealth #MentalHealth #Telehealth

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Help on Demand, a Self-Directed Mobile App Intervention for Gambling Problems: Development and #usability Study Background: Compared with other mental health problems, self-directed interventions for gambling problems lack in quantity, accessibility, and in some cases, evidence base. Moreover, engagement with these interventions remains modest. Mobile apps may be a viable format to deliver self-directed interventions that enhance user engagement. Objective: The aims of this study were to develop a self-directed mobile app intervention for gambling problems and to conduct initial #feasibility and acceptability testing with a small sample of Canadian adults with past or present gambling problems (n=30). Methods: Participants were invited via email from a list of people who had previously volunteered in similar research in our laboratory. Theory and content of the mobile app intervention were primarily based on a self-directed workbook that has been evaluated in paperback and static web-based formats. The current app prototype included daily gambling diaries, recommended activities based on diary responses, and psychoeducation. It was available for 2 weeks, after which users provided feedback via surveys (n=30) and a virtual focus group (n=8). Quantitative and qualitative feedback, as well as app usage data, were analyzed to provide descriptive statistics and summaries. Results: Regarding #feasibility, median completion time for activities ranged from 48 (IQR 35-90) to 137 (IQR 93-328) seconds. Daily diary completion rate was 51%. One-third of activities were accessed via prompt, and two-thirds on demand. Many participants repeated at least 1 activity, and all activities were repeated by at least 1 participant. Results also indicated favorable user reviews, particularly regarding the app’s credibility, ease of use, and potential impact. The feedback on some app features was highly variable, such as the perceived utility of daily diaries. Specific recommendations for improvement were provided, such as the inclusion of information on concurrent substance use and more interactive psychoeducation. Conclusions: Overall, the app met or exceeded heuristic thresholds for #feasibility and acceptability testing. These results will inform improvements and subsequent effectiveness testing. The variability in user feedback underscores the demand for further personalization.

JMIR Formative Res: Help on Demand, a Self-Directed Mobile App Intervention for Gambling Problems: Development and #usability Study #GamblingAwareness #MentalHealth #MobileApps #SelfHelp #Intervention

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New article from Interaction Design Foundation – Tree Testing: A Complete Guide
ixdf.org/literature/a...
#ux #information-architecture #usability #user-research

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Original post on webpronews.com

After 46 Years of Silence, Ubuntu Finally Lets You See What You’re Typing Ubuntu 26.04 will display asterisks during sudo password entry, overturning a 46-year-old Unix convention of silent input...

#EnterpriseSecurity #ITProNews #canonical #Linux #usability […]

[Original post on webpronews.com]

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New article from Nielsen Norman Group – What Is Your Site's AI Chatbot for? Users Can't Tell
www.nngroup.com/articles/sit...
#ux #conversational-design #ux-strategy #usability

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New article from Nielsen Norman Group – The 3 C’s of Informational Microcopy
www.nngroup.com/articles/3-c...
#ux #content-strategy #design-principles #ux-writing

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It should be illegal to put red lights on the front of a non-emergency/government vehicle. It should be illegal to use any color of lights other than white/near-white or amber.

#Usability

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If you have a Mac and an iPad, you've got everything you need to use the iPad as a wireless second display for the Mac! The feature's called "Sidecar", a part of Continuity, and it's surprisingly easy to utilize: www.askdavetaylor.com/how-to-use-a...
#mac #ipad #sidecar #usability

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Interaction Costs: The High Price of Low Usability - Annotated by B. Prendergast How Balsamiq's recent redesign broke rapid wireframing

#Design #Analyses
The high cost of low usability · How Balsamiq’s redesign broke rapid wireframing ilo.im/16bhik by Barry Prendergast

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#Balsamiq #Wireframes #Productivity #Usability #InteractionCost #DesignTools #ProductDesign #UiDesign #WebDesign

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Identifying and Prioritizing Age-Friendly Design Principles and Guidelines for Developing Transportation Planning E-Tools: Scoping Review Background: Older adults often face mobility challenges and usability barriers when navigating transportation options due to age-related physical, cognitive, and sensory changes. While transportation planning e-tools can support their independence, most are not designed for their specific needs. There is a lack of comprehensive, age-friendly usability design principles tailored to this context. Objective: This study aims to identify, synthesize, and prioritize the most relevant age-friendly usability design principles and guidelines for developing transportation planning e-tools that are tailored to the needs of older adults. Methods: A scoping review was conducted following the Arksey and O’Malley methodological framework, enhanced by guidance from the Joanna Briggs Institute and reported according to the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) standards. The literature search was performed across the following six scientific databases: MEDLINE (PubMed and National Center for Biotechnology Information), AgeLine (EBSCOhost), Cochrane Library (Wiley Online Library), Scopus (Elsevier), IEEE Xplore, and TRID (Transportation Research Board), and was supplemented by gray literature identified through Google Scholar and Google Search, covering the period from January 2013 to April 2025. To guide the analysis, 4 foundational usability frameworks by Nielsen; Shneiderman and Plaisant; Gerhardt-Powals; and Weinschenk and Barker were used to inductively derive generic principles that structured the classification of age-friendly guidelines. This process resulted in the organization of extracted guidelines into 10 core usability principles. The analytic hierarchy process was applied by a single expert to rank the principles based on expert pairwise comparisons and their frequency of reference in literature. Results: The study identified 31 relevant studies. From these, 500 age-friendly guidelines were refined into 68 actionable guidelines across 10 usability principles: visual clarity, structure and navigation, ease of use, information, minimizing memory load, feedback, accessibility, consistency, simplicity, and control. The analytic hierarchy process ranked visual clarity (36.4%), structure and navigation (22.1%), and ease of use (12.5%) as the top 3 age-friendly design priorities. Conclusions: This study offers an evidence-based foundation for developing transportation planning e-tools that promote older adults’ autonomy and digital inclusion, with prioritized guidelines applicable to transportation planning e-tools and to the broader field of age-friendly digital design. Ongoing updates and active user involvement are essential to ensure their sustained usability and long-term relevance.

New in JMIR Aging: Identifying and Prioritizing Age-Friendly Design Principles and Guidelines for Developing Transportation Planning E-Tools: Scoping Review #AgeFriendly #TransportationPlanning #MobilityChallenges #DesignPrinciples #Usability

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#Usability is incredibly important to me, and not just because I lead product experience efforts in my day job. In game design, I think we need to continually come back and assess:
• Our game loops
• The flow of play
• Player understanding of rules
and more
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#usability and Acceptance Testing of an Electronic Patient-Reported Outcome Symptom Monitoring System for People Receiving Immune Checkpoint Inhibitors: Mixed Methods Study Background: Immune checkpoint inhibitors are widely used in oncology but can cause immune-related adverse events (irAEs), which may be severe or life-threatening if not detected early. Electronic patient-reported outcome (ePRO) symptom monitoring systems may facilitate timely recognition and management of irAEs. #usability testing is a critical stage in ePRO system development, yet no published examples of formal #usability and acceptance testing exist. Objective: This study aims to assess the #usability and acceptance of a co-designed ePRO symptom monitoring prototype for irAEs embedded within the Epic electronic medical record. Methods: Testing was conducted at an Australian quaternary #Cancer center. Eligible participants were patients who had received or were receiving immune checkpoint inhibitors, their caregivers, or clinicians (oncologists and nurse specialists). Participants completed baseline digital literacy assessments (16-item Mobile Device Proficiency Questionnaire [MDPQ-16] and 12-item Computer Proficiency Questionnaire [CPQ-12]) before a structured testing session. Each session involved role-specific tasks using the patient-facing Health Hub or the clinician-facing Epic electronic medical record. #usability was assessed using the System #usability Scale (SUS). Acceptance was assessed using a customized Unified Theory of Acceptance and Use of Technology (UTAUT) questionnaire. Semistructured interviews were used to capture qualitative feedback. Results: A total of 30 participants (7 patients, 3 caregivers, 10 oncologists, and 10 nurse specialists) completed 10 testing sessions. Median MDPQ-16 and CPQ-12 scores were higher for clinicians compared to patients and caregivers. Median SUS scores indicated high #usability—patients and caregivers: 77.5% (IQR 70.0%‐86.3%), oncologists: 82.5% (IQR 80.0%‐90.0%), and nurse specialists: 80.0% (IQR 75.6%‐94.4%). Median UTAUT scores demonstrated strong user acceptance—patients or caregivers: 4.27 (IQR 4.09‐4.58), oncologists: 4.33 (IQR 4‐4.63), and nurse specialists: 4.23 (IQR 3.87‐4.57). Health Hub #usability themes highlighted overall ease of navigation and efficiency of reporting, but a need for clearer survey navigation, simplification of the actions page, and improved organization of trend graphs. For clinicians, themes included efficient side effect capture and intuitive system design, but a need to improve navigation to results, optimize data display, and facilitate team-based alert management. Health Hub acceptance themes highlighted patient empowerment to self-manage, enhanced patient-clinician communication, and reinforcement of existing care. However, concerns were raised about digital equity for vulnerable groups. Clinicians reported that the system streamlined side effect management between visits, aligned with existing Epic workflows, and could be tailored to personal preferences. Concerns remained regarding additional workload and medico-legal responsibilities associated with real-time alerts. Conclusions: The ePRO prototype demonstrated high levels of #usability and acceptance across patients, caregivers, and clinicians. Limitations around navigation and data visualization, alongside equity and workload concerns, will guide refinements prior to implementation. These findings emphasize the value of rigorous formative #usability and acceptance testing to optimize ePRO systems prior to deployment in routine #Cancer care.

JMIR Formative Res: #usability and Acceptance Testing of an Electronic Patient-Reported Outcome Symptom Monitoring System for People Receiving Immune Checkpoint Inhibitors: Mixed Methods Study #ePRO #Cancer #UsabilityTesting #PatientReportedOutcomes #ImmuneCheckpoints

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#usability Evaluation of a Macular Quantitative Square Grid Self-Examination Application in Patients With Macular Disease: Mixed Methods Study Background: Digital self-monitoring applications could provide individuals with macular disease with a convenient, quantitative method for tracking metamorphopsia at home; yet the #usability of such tools remains to be fully established. Objective: This study evaluated the #usability of a macular quantitative square grid self-examination application, a semiquantitative, touch-based self-monitoring application for macular function. Methods: This study used a convergent mixed methods design. The application quantifies (1) distortion severity, (2) distortion area, and (3) temporal trends through a 3-step touch interface. A total of 24 adults with neovascular age-related macular degeneration or diabetic macular edema, accompanied by self-reported metamorphopsia, participated in a single supervised test session. A 10-item System #usability Scale (SUS) was used to assess #usability, and semistructured interviews were conducted to gather further insights. Quantitative data were summarized descriptively, and qualitative feedback underwent inductive thematic analysis. Results: A total of 24 participants completed the GridMacuScan application self-assessment, the SUS questionnaire, and 11 participants completed the interview when data saturation was achieved. All eyes that showed distortion on the Amsler grid also produced positive distortion maps on the GridMacuScan application, yielding 100% diagnostic concordance. The mean SUS score was 82.1 (SD 8.7), indicating “good-excellent” #usability. The inductive thematic analysis yielded four overarching themes: (1) high #usability and positive overall experience, (2) perceived functional advantages, (3) shortcomings and optimization suggestions, and (4) strong willingness for continued use. Conclusions: The GridMacuScan application demonstrated diagnostic sensitivity comparable to that of the traditional Amsler grid and received high user ratings for #usability. Furthermore, it provided quantitative distortion metrics that could facilitate longitudinal disease surveillance. Future research must be conducted to validate performance in unsupervised home environments and investigate whether sustained use improves time-to-disease-progression detection and treatment outcomes.

JMIR HumanFactors: #usability Evaluation of a Macular Quantitative Square Grid Self-Examination Application in Patients With Macular Disease: Mixed Methods Study

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I sent off some feedback for the RoutineFlow app that I've been using to help me manage my daily routines. Even in these states of low energy and depressive episodes, my brain is still focused on finding bugs, and considering usability/accessibility for all. #a11y #usability

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New article from Interaction Design Foundation – 3 Reasons Why Accessible Design Is Good for All
ixdf.org/literature/a...
#ux #accessibility #design-ethics #usability

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New article from Interaction Design Foundation – 3 Reasons Why Your Users Love (or Leave) You
ixdf.org/literature/a...
#ux #communication #ux-strategy #usability

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7 Practical Ways AI is Rewriting the UI Design Playbook (and 3 Ways it’s Not) Stop designing for 2024—the era of the "blank canvas" is dead and Agentic UI is taking over. In 2026, the best designers aren't pixel-pushers; they are the architects of "disposable" interfaces that b...

7 Practical Ways AI is Rewriting the UI Design Playbook (and 3 Ways it’s Not)
webdesignerdepot.com/7-practical-... #ai #ui #userexperience #ux #usability #tech

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New article from Interaction Design Foundation – Usability vs Desirability in Mobile UX
ixdf.org/literature/a...
#ux #design-principles #ux-process #ux-strategy

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New article from Interaction Design Foundation – 10 Principles of Accessibility
ixdf.org/literature/a...
#ux #accessibility #usability #user-testing

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Using Semiautomated WhatsApp Messages for Daily Stress Measurements: Integrated #usability and #feasibility Study Background: Stress is a key determinant of health outcomes and may influence work performance. Questionnaire-based assessments of stress are typically broad and retrospective. Daily stress measurements via smartphones offer more granular, real-time data but have adherence issues. Using an already established communication medium (WhatsApp) and a more conversational style assessment might improve adherence and help collect more detailed insights into (work) stress, underlying stressors, and countering energy sources. Objective: This study focuses on the #usability and #feasibility of semiautomated voice- and text-messages (with and without emojis) via WhatsApp as a method to collect daily data on experienced work stress, stressors, and energy sources. Methods: A sample of 210 workers was recruited via social media and participated in a 10-workday diary study using semiautomated WhatsApp messages to rate daily stress, stressors, and energy sources. Questions (with and without emojis) were presented by a chatbot as text messages with clickable buttons (multiple-choice questions; MC) or with instructions to answer with either a voice or a text message. The study used an experimental design with 4 groups: (1) week 1 voice, week 2 text/MC with emojis; (2) week 1 voice, week 2 text/MC without emojis; (3) week 1 text/MC, week 2 voice with emojis; (4) week 1 text/MC, week 2 voice without emojis. Pre- and poststudy web-based questionnaires assessed demographics, familiarity with voice messages, and #usability, including participants’ preference for research studies. Open answers were coded using artificial intelligence (#AI), and the number of stressors or energy sources was compared across the 3 collection methods (MC, voice, and text messages) to determine if the amount and quality of information collected differ per method within participants. Results: A total of 158 workers completed at least 80% of scheduled conversations. The sample was predominantly women(170/210, 81%), highly educated (173/210, 82%), and a slight majority worked part-time (109/210, 52%). Mean adherence to the daily schedule was very high (mean of 95%). The postquestionnaire revealed a strong preference for MC and text over voice messages, mostly due to ease and convenience in a variety of situations. The number of stressors per week was approximately 3 times higher in the MC-condition than in the voice condition, even though average stress levels per week did not differ significantly within participants. The number of energy sources was comparable between open answers in the voice and text conditions, but voice messages consisted of more words. Conclusions: Collecting (work) stress data via semiautomatic WhatsApp messages is a feasible method with low effort for participants. #usability ratings indicated a strong preference among participants for MC and text messages over voice messages. Future research should explore #usability in more diverse samples and in direct comparison to traditional assessment methods.

JMIR Formative Res: Using Semiautomated WhatsApp Messages for Daily Stress Measurements: Integrated #usability and #feasibility Study #StressManagement #MentalHealth #Wellbeing #WorkplaceWellness #WhatsApp

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New article from Baymard Institute – UX-Ray for Figma: Align Designs with UX Best Practices – Baymard
feeds.baymard.com/link/9825/17...
#ux #ux-strategy #usability #e-commerce

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registru veterinar -- 2 PHP & Mobile App Development Projects for €10-70 EUR. Am nevoie de o persoana care să țină evidența consultațiilor și tratamentelor în cabinetul meu veterinar. Principala



#Android #App #Design #App #Usability #Analysis #Database #Management #iOS #Development #iPhone

Origin | Interest | Match

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A Summative #usability Evaluation of an Infusion Pump Through Simulation-Based Testing With Nurses: Mixed Approach Study Background: Suboptimal design of infusion pumps may lead to usage errors, thereby compromising patient safety. #usability evaluation enables medical device design teams to identify and rectify design-related #usability issues in a timely manner. Nevertheless, existing research on infusion pump #usability continues to exhibit limitations in aspects such as task design. Objective: The study aimed to evaluate the #usability of an infusion pump (SLGO SP-200 [SLGO Medical Technology Co, Ltd]) through simulation-based testing with nurses in a #usability laboratory designed to simulate an intensive care unit. Methods: A total of 12 registered nurses with experience in using infusion pumps participated in this study. Nurses were asked to perform 12 operational tasks using the infusion pump. The participants were also asked to perform 7 knowledge tasks, where they were required to find relevant information in the user manual. Participants’ behavioral measures (task completion time, frequency of manual query, frequency of asking for assistance from researchers, frequencies of operation difficulties, near-misses, and failures), perceptions (perceived ease of use, perceived concentration level required, perceived likelihood of making programming errors, perceived mental workload, satisfaction, and use intention) were collected to evaluate the #usability and identify interface design deficiencies of the pump. Results: The study found that the participants were generally able to complete the tasks. All operational tasks were completed within 3 minutes, and all knowledge tasks were completed within 2 minutes. Our study identified 79 difficult operations, 9 near-miss operations, and 36 operation failures. The causes of the above problems were analyzed. Participants generally found the infusion pump to be user-friendly, requiring a medium level of attention resources, and reported low levels of mental workload and likelihood of making programming errors. Conclusions: The study results can provide a basis for the design of infusion pumps, help practitioners define the risks of use and the key content of training, and provide an important reference for the design of #usability evaluation schemes for medical devices.

JMIR HumanFactors: A Summative #usability Evaluation of an Infusion Pump Through Simulation-Based Testing With Nurses: Mixed Approach Study

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When Building Is Free, What’s Worth Building?

When Building Is Free, What’s Worth Building?, by @uxdesigncc@me.dm:

https://archive.ph/4jlwS

#ai #vibecoding #prototyping #ux #usability

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New article from Baymard Institute – Home & Hardware UX Benchmark 2026 – Baymard Institute
feeds.baymard.com/link/9825/17...
#ux #ux-strategy #usability #user-research

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