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Usability and user experience evaluation of natura

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IET Software
Review Article
Usability and user experience evaluation of
natural user interfaces: a systematic mapping
study
ISSN 1751-8806
Received on 10th February 2020
Revised 20th May 2020
Accepted on 16th July 2020
E-First on 2nd September 2020
doi: 10.1049/iet-sen.2020.0051
www.ietdl.org
Guilherme Corredato Guerino1 , Natasha Malveira Costa Valentim1
1Computer
Science Department, Federal University of Paraná, 383-391 Evaristo F. Ferreira da Costa St, Curitiba, Brazil
E-mail: guilherme.guerinosi@gmail.com
Abstract: Natural user interface (NUI) is considered a recent topic in human–computer interaction (HCI) and provides
innovative forms of interaction, which are performed through natural movements of the human body like gestures, voice, and
gaze. In the software development process, usability and user eXperience (UX) evaluations are a relevant step, since they
evaluate several aspects of the system, such as efficiency, effectiveness, user satisfaction, and immersion. Thus, the goal of the
authors’ systematic mapping study (SMS) is to identify usability and UX evaluation technologies used by researchers and
developers in software with NUIs. Their SMS selected 56 papers containing evaluation technologies for NUI. Overall, the
authors identified 30 different usability and UX evaluation technologies for NUI. The analysis of these technologies reveals most
of them are used to evaluate software in general, without considering the specificities of NUI. Besides, most technologies
evaluate only one aspect, Usability or UX. In other words, these technologies do not consider Usability and UX together. For
future work, they intend to develop an evaluation technology for NUIs that fills the gaps identified in their SMS and combining
Usability and UX.
1
Introduction
Natural user interface (NUI) came up to improve users’ interaction
with the system using natural body movements to perform actions
[1]. According to Wigdor and Wixon [1], the natural property is not
referring to the interface, but to the way that users interact with it
and what they feel using it. Norman [2], a prominent human–
computer interaction (HCI) researcher, cited Steve Ballmer
(Microsoft) about NUI definition: ‘I believe we will look back on
2010 as the year we expanded beyond the mouse and keyboard and
started incorporating more natural forms of interaction such as
touch, speech, gestures, handwriting, and vision – what computer
scientists call the ‘NUI’ or natural user interface’ [3]. Fernández et
al. [4] show that NUI is the most modern user interface, which uses
speech, hand gestures, visual markers, and body how interaction
ways. NUI has several classifications of their interactions. The
classification used by our Systematic Mapping Study (SMS) is
based on the definition of Fernández et al. [4] with adaptations
based on Ballmer [3]: multitouch (use of hand gestures in
touchscreen); voice (use of speech); gaze (use of visual
interaction); and gesture (use of body movements).
To understand how an application using NUI should behave,
Wigdor and Wixon [1] exemplify by stating an application with a
good natural design should create the perception, the object is an
extension of its body. Therefore, the user, through natural
movements, can have the perception of being able to control all
application features. NUI is a recent topic at HCI and emerged in
2011 [1]. Several systems that use these forms of interaction need
to be tested to provide a better usability and user eXperience (UX),
and to consolidate these interactions across the industry and
society.
Usability and UX evaluation have become a significant step in
the software development process. Through quality aspects, the
usability and UX evaluation verify the product [5]. According to
ISO 25010 [6], Usability is ‘the ability of the software product to
be understood, learned, operated, user-friendly and standardscompliant when used under specific conditions’. Thus, when a
usability evaluation is performed, the goal is to verify if aspects are
in agreement with the product being tested, e.g. efficiency and
effectiveness. Therefore, usability evaluation is important because
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
© The Institution of Engineering and Technology 2020
it evaluates pragmatic aspects of a product, linked to behavioural
goals that the software must achieve [7].
Despite high usage of the term ‘Usability’ in HCI, in recent
years, a new expression emerged, the UX. According to ISO 9241
[8], UX is the perceptions and responses of the person that results
from the use and/or anticipated use of product, system, or service.
UX focuses on emotions and judgments that a user has when using
an application [7], like immersion, emotion, and motivation. Still,
according to Hassenzahl and Tractinsky [7], UX can be considered
as a combination of the user's internal state, system characteristics,
and the context in which the interaction occurs. UX evaluation is
important to verify the hedonic aspects of the product, linked to the
user's feelings and how the software is behaving about them [7].
Therefore, it is important to evaluate Usability and UX jointly
in the software development process because both pragmatic and
hedonic aspects are considered [9]. Consequently, the relationship
between Usability and UX is intertwined. While Usability focuses
on task performance as the number of errors, UX focuses on
experiences by analysing peoples’ emotions while they interact
with the software [10]. Hence, the current challenge is to
understand which evaluation technologies are used and how they
are applied in the NUI context. Thus, the impacts of these
technologies in the software are identified, and software
improvements can be obtained to evolve the quality proposed by
industry, which extends to society in general.
Thus, the goal of our paper is to present an SMS conducted to
investigate which technologies (tools, methodologies, techniques,
etc. [11]) are used to evaluate usability and UX in software that
implements NUIs. An SMS characterises state-of-the-art on a
research topic. Our SMS identified evaluation technologies for
NUIs and their characteristics, such as technology type, evaluation
focus, aspects evaluated, among others. Our SMS was based on the
structure shown by Kitchenham and Charters [12], composed of
research questions, goals, definition of data sources, search string,
and inclusion and exclusion criteria, strategy to extract data and to
synthesise them. Besides, we verified publications years and
venues.
After filtering publications, we selected and extracted 56
papers. Our results identified 30 different usability and/or UX
evaluation technologies for NUI. We verified most of the
technologies are for generic software context, i.e. they do not
451
Table 1 SMS goal
analyse
for the purpose of
with respect to
from the point of view of
in context of
scientific publications
to characterise
technologies that evaluate the usability and/or UX of natural user interfaces
HCI researchers
publications available from SCOPUS, ACM, IEEExplore, engineering village and science direct
consider specificities of NUI. Besides, most technologies evaluate
only one side, usability or UX, without considering these aspects
together. Moreover, most technologies extract only quantitative
data. We believe quantitative and qualitative analyses are the right
choice for researchers because they provide different types of data
for examination.
The remaining of our paper is organised as follows: Section 2
presents the related work; Section 3 describes in detail the SMS
structure; Section 4 shows the SMS findings; Section 5 presents a
discussion about the results; Section 6 describes the threats to
validity; and Section 7 presents the conclusions and future work.
2
Related work
With the request for new features and interaction's forms in
software, usability and UX evaluation become relevant allies in the
development process, testing product quality and interaction [5].
Some secondary studies were conducted about usability and UX
evaluation. Moreover, we found studies that investigated some
topics related to NUI.
Paz and Pow-Sang [13] conducted an SMS to investigate
usability evaluations in the overall software development process.
This work identified the survey/questionnaire method is the most
used in the literature to perform usability evaluations in software in
general. However, the authors only identified the evaluation
method without showing which are the questionnaires and surveys.
Moreover, the purpose of the paper is to investigate any software
context, which does not consider interaction specificities.
In the systematic literature review (SLR) performed by Insfran
and Fernandez [14], the authors identified evaluations realised in
web development, specifying the application's context. The results
revealed most of the papers present evaluation methods explicitly
designed for web and perform a user test. However, the authors
only researched about usability. Moreover, the authors did not
consider different forms of interactions.
The SLR presented by Zapata et al. [15] investigated the
mHealth (Mobile Health) application evaluation process and
focused their results on helping developers to build more useful
applications. The main result was that the adoption of automated
mechanisms could improve usability methods for the mHealth
context. Moreover, the study identified that evaluation processes
must be revised to combine more than one method. However, the
authors did not consider the types of interactions used by mHealth
applications. Besides, the authors evaluated usability without
considering UX aspects.
In the NUI context, we did not find secondary studies that
investigate the usability or UX evaluation. However, we found
studies which investigate topics related to NUI. Torres-Carrión et
al. [16] conducted an SLR to investigate state-of-the-art regarding
gesture-based children's–computer interactions, and how they may
help in the inclusive education. The result shows that design
guidelines for natural interfaces are applied in studies and highlight
human cognitive and sensory factors, not considering emotional
factors. However, the study did not focus on usability and/or UX
evaluation.
In SLR proposed by Groenewald et al. [17], the authors’ goal
was to provide a more in-depth classification of mid-air hand
gestures to help developers offer better experiences to users of
interactive digital displays. The results show that most of the
gestures evaluations were made using Kinect and Leap Motion
devices. Although the gesture is considered a type of NUI, authors
did not verify aspects of UX or usability evaluation of software
using classified gestures.
452
Furthermore, Mewes et al. [18] examine researches related to
the use of touchless forms of interaction in operating rooms and
radiology. Results revealed that most of the identified approaches
test their software in real surgery contexts. Although authors cover
different types of interaction, such as voice, gesture, and gaze, they
restrict the search for radiology and surgery software.
Secondary studies are important to deepen the research and to
understand state-of-the-art. As mentioned, we found secondary
studies about usability and UX evaluation, as well as about NUI
topics. However, we did not find secondary studies that combined
these two concepts, usability/UX evaluation, and NUI. Therefore,
our SMS aimed to fill this gap, checking the state-of-the-art of
technologies used to evaluate usability and UX in the general
context of NUIs.
3 Systematic mapping study
The SMS is a type of literature review and part of evidence-based
research. In an SLR, the goal is to identify, evaluate, and compare
all relevant research for a given topic [12]. However, in SMS, the
goal is to structure and categorise a research topic [12]. We choose
to realise an SMS because it identifies results that can be explored
in the future by an SLR. Our SMS followed the guidelines
proposed by Kitchenham and Charters [12]. According to these
guidelines [12], SMS was divided into three phases: planning,
conduction, and reporting. In planning, we structured the research
protocol with research questions, data sources, search string, and
inclusion and exclusion criteria. In conduction, we searched in data
sources, selected publications through two filters, extracted data of
these studies, and analysed the data. In reporting, we shared the
results.
3.1 Phase 1: planning the mapping
3.1.1 Goal: SMS's goal was based on the goal-question-metric
(GQM) paradigm [19] and it is described in Table 1.
3.1.2 Research questions: The main research question is ‘What
technologies are used to evaluate the Usability and/or UX of
software which implements Natural User Interfaces?’. According
to Petersen et al. [11], ‘technology’ is understood as tools,
methodologies, techniques, among other proposals in the Software
Engineering and HCI field. Besides, we defined sub-questions
(SQs) to identify characteristics of technologies. SQs are presented
in Tables 2 and 3.
3.1.3 Data sources: Data sources were chosen: (i) for providing
an efficient search engine, (ii) for allowing the use of similar terms
in strings, and (iii) for a great number of papers obtained due to the
breadth of databases used. Besides these criteria, the relevance of
these repositories to the research area of our work was crucial for
choices. Data sources are Scopus (https://www.scopus.com/search/
form.uri?display=basic), IEEExplore (https://ieeexplore.ieee.org/
Xplore/home.jsp), ACM Digital Librarytnote (https://dl.acm.org/),
Engineering
Village
(https://www.engineeringvillage.com/
home.url) and Science Direct (https://www.sciencedirect.com/).
3.1.4 Search string: For the definition of keywords used in the
search string, the PICOC criterion (Population, Intervention,
Comparison, Outcome, and Context) [12] was applied. For SMS,
comparison and context are not applied because this research type
is not intended to compare technologies, but rather to characterise
them. Therefore, we defined PICOC as follows:
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
© The Institution of Engineering and Technology 2020
Table 2 Research SQs
SQs
Possible answers
SQ1. Which NUI does technology evaluate?
The technology can evaluate the following interactions, according to the definition based on
Norman, Ballmer, and Fernández et al. [2–4]. Observation: The classification used here is
one of several existing for NUI. This classification starts from the premise that computer
needs to understand human interactions, and not that humans need to be interpreted by
computer peripherals (e.g. mouse, keyboard, touchpad) [20]. Thus, human interaction has a
direct path between the body and the software. Moreover, the term ‘Gesture’ used in
classification is for body movements. Hand gestures in touchscreens (e.g. zooms or scroll)
are part of the multitouch group.
(a) Multitouch: it uses two or more fingers on touchscreen to perform some action, for
example zooming.
(b) Gesture: it uses body movements to perform some action, for example the movement of
‘tapping’ to click on an option.
(c) Voice: it uses speech to perform some action, for example a command to save a new
reminder. (d) Gaze: it uses eye-tracking to perform some action, such as fixing the eye on
some letter on a virtual keyboard.
SQ2. What is the quality criterion of evaluation
The technology can meet the following quality criteria:
technology?
(a) Usability – the technology aims to evaluate the usability of the software.
(b) User experience – the technology aims to evaluate the user experience of those who
use the software.
(c) Both – the technology aims to evaluate both the usability and the UX of the software.
SQ2.1. What types of Usability evaluation
Usability evaluation technologies were classified according to Ivory and Hearst [21]:
technology were used?
(a) Testing: an evaluator observes users interacting with an interface (i.e. completing tasks)
to determine usability problems.
(b) Inspection: an evaluator uses a set of criteria or heuristics to identify potential usability
problems in an interface.
(c) Inquiry: users provide feedback on an interface via interviews, surveys, etc.
(d) Analytical modelling: an evaluator employs user and interface models to generate
usability predictions.
(e) Simulation: an evaluator employs user and interface models to mimic a user interacting
with an interface and report the results of this interaction (e.g. simulated activities, errors,
and other quantitative measures).
SQ2.2. What types of UX evaluation technology
The technologies were classified according to Roto et al. [22]:
were used?
(a) Laboratory study: system is available in a simulated context to understand users’
experiences.
(b) Case study: system is available in a real context to understand users’ experiences.
(c) Survey: collecting information online from users to understand their experiences.
(d) Expert: system is available to a specialist to detect possible UX issues.
SQ2.3. What Usability and/or UX aspects does the Answers obtained by this SQ are subjective and vary from paper to paper. However, the
technology evaluate?
goal was to verify which aspects were evaluated by evaluation technology, such as
effectiveness, user satisfaction, fatigue, etc.
SQ3. Is the technology specific to software which The technology can be classified into one of the following groups:
implements NUI, or is it for software in general?
(a) Specific: Usability and/or UX evaluation technology is specific to the software that
implements NUI.
(b) Generic: Usability and/or UX evaluation technology is not specific to the software that
implements NUI.
SQ4. Is the evaluation technology based on any
The technology can be classified into one of the following answers:
existing technology?
(a) Yes, evaluation is performed using existing evaluation technology.
(b) No, evaluation is not performed using existing evaluation technology.
SQ5. Was the evaluation technology applied?
The answer can be one of the following:
(a) Yes, the evaluation technology was applied in the empirical evaluation.
(b) No, the evaluation technology was not applied in the empirical evaluation.
SQ5.1 How and by what technology was the
The goal of this SQ is to detail how the experiment was carried out, its steps, methods and
empirical evaluation performed?
which technology was used to evaluate usability and/or UX.
SQ5.1.1 What is the classification of the evaluation The goal of this SQ is to identify, according to Petersen et al. [11], if the technology is a
technology?
method, a technique, a methodology, etc.
• Population: NUI;
• Intervention: technologies which evaluate usability and/or UX
used in software development which implements NUI;
• Comparison: not applicable;
• Outcome: usability/UX evaluation of software which uses NUI;
• Context: not applicable.
Table 4 shows the terms and search string used in our SMS. The
terms are divided into three parts: the first part presents population,
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i.e. terms related to NUI; the second part represents intervention,
what is planned to discover; and the third part presents results,
what want to evaluate or improve.
3.1.5 Inclusion criteria:
• IC1 – Publications which present usability and/or UX evaluation
technologies in the development process of software that
implements NUI.
453
• IC2 – Publications that describe experimental studies of
usability and/or UX evaluation technologies in the development
process of software that implements NUI.
• IC3 – Publications that discuss any aspects related to usability
and/or UX evaluation in the development process of software
that implements NUI.
Table 3 Research SQs (continuation Table 2)
SQs
Possible answers
SQ5.2 Was the evaluation
done at the academy,
industry or laboratory?
3.1.6 Exclusion criteria:
• EC1: Publications that did not attend inclusion criteria were not
selected.
• EC2: Publications that do not have content available for reading
and analysing data (especially in cases where papers are paid or
not made available by search repository).
• EC3: Publications which have a different language of English or
Portuguese.
• EC4: Publications or files that were not peer-reviewed, such as
technical reports, books, and work in progress.
• EC5: Publications that have already added to another search
engine defined in our SMS (duplicate).
SQ5.3 Was the evaluation
quantitative or qualitative?
3.2 Phase 2: conducting the mapping
3.2.1 Primary studies selection: Our SMS started in September
2018, and the last string search was performed in March 2019. In
the preliminary selection process (first filter), two researchers
evaluated the titles/abstracts of returned papers. The first researcher
read all titles/abstracts and classified the papers based on inclusion
and exclusion criteria. Afterwards, the other researcher also read all
titles/abstracts and classified the papers. If researchers could not
reach a conclusion about the paper inclusion based solely on title
and abstract, the paper was automatically included to be evaluated
more specifically in the next step. If the paper was deleted, a
plausible justification would have to be provided.
In the final selection process (second filter), the first researcher
performed the complete reading of papers and classified them as
included or excluded for extraction. Afterwards, the second
researcher checked all justifications of excluded papers and
extractions of included papers. If researchers disagreed on a paper
classification, a discussion was necessary to reach an agreement.
As demonstrated in Table 5, 246 papers were returned after
applying the search string to the selected search repositories. A
total of 126 papers were selected using the first filter, based on
inclusion and exclusion criteria. A total of 56 papers were selected
after the application of the second filter. Some papers have
appeared more than once in different repositories. In these cases,
they were considered only in the first repository according to the
search order performed: Scopus, IEEExplore, Science Direct,
Engineering Village, and ACM. As shown in Table 5, data was
extracted from 56 papers approved in the second filter, which
guided the SMS results.
3.2.2 Data extraction: The data extraction strategy designated in
our mapping was based on providing answers to each SQ defined
above (see Tables 2 and 3). Besides, we extracted publication
venues (journal, conference, or congress), publication years, and
devices used to capture natural interaction. The extraction strategy
certifies the application of the same data extraction criteria for all
papers selected, facilitating the classification. The 56 selected
publications are [23–78].
3.2.3 Data analysis: The researchers extracted all papers based
on SQs and criteria mentioned above. After the extraction, their
analysis was performed in the Microsoft Excel tool, which helped
to create charts and results shown in the next section.
3.3 Phase 3: reporting the mapping
3.3.1 Publications years: The selected papers were published
between 2011 and 2019. The years returned are recent because the
term Natural User Interface began to be used from 2011 [1]. As
454
The evaluation environment can be
classified into one of the following
answers:
(a) Industrial: the system evaluation
was performed in an industrial context
with professionals.
(b) Academic: the system evaluation
was performed in an academic
context with students.
(c) Laboratory: system evaluation was
performed in a laboratory context.
(d) Mixed: system evaluation was
performed in the industrial and
academic, industrial and laboratory, or
academic and laboratory.
The evaluation can be classified into
one of the following answers:
(a) Qualitative: the analysis of the
evaluation was made qualitatively.
(b) Quantitative: the analysis of the
evaluation was made in quantitative
form.
(c) Mixed: the analysis of the
evaluation was made in both
qualitative and quantitative form.
Table 4 Terms and search string used in SMS
population (‘natural user interface*’ OR ‘natural interface*’ OR AND
‘natural user interaction*’ OR ‘natural user
communication*’ OR ‘natural communication’)
intervention (‘tool’ OR ‘framework’ OR ‘technique’ OR ‘method’ AND
OR ‘model’ OR ‘process’ OR ‘guideline’ OR
‘pattern’ OR ‘metric’ OR ‘approach’ OR ‘inspection’
OR ‘principle’ OR ‘aspect’ OR ‘requirement’ OR
‘heuristic’ OR ‘methodology’ OR ‘mechanism’)
outcome
(‘Usability evaluation’ OR ‘Usability assessment’
OR ‘Usability improvement’ OR ‘ux evaluation’ OR
‘ux assessment’ OR ‘ux improvement’ OR ‘user
experience evaluation’ OR ‘user experience
assessment’ OR ‘user experience improvement’)
Table 5 Papers returned and selected in first and second
filters
Source
Total After first filter After second filter
Scopus
IEEExplore
Science direct
Engineering village
ACM
total
138
67
31
7
3
246
76
39
11
0
0
126
38
15
3
0
0
56
illustrated in Fig. 1, the number of publications increased in 2013.
Moreover, the number of publications decreased in 2018.
The year 2019 could not be thoroughly analysed because our
SMS considered papers published until March 2019, which can
justify the low number of publications for this year. The year 2017
is the year with the most significant amount of papers (13 papers),
followed by 2016 and 2014 (10 papers each).
3.3.2 Publications venues: Only peer-reviewed publication
venues (including journals, conferences, and congresses) were
considered. Fig. 2 provides an overview of papers distribution by
conferences. The order of Fig. 2 is based on the classification The
Computing Research and Education Association of Australasia
(CORE 2018). Conferences without rank are marked how not
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
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Fig. 1 Graph of publications years extracted from SMS
Fig. 2 Conference papers distribution
Cybernetics (SMC), and International Conference on HumanComputer Interaction – Interacción (AIPO), with two papers each.
Fig. 3 presents an overview of identified journal papers. The
order of Fig. 3 is based on the Scimago Journal Ranking (SJR
2018). The main returned journals are International Journal of
Robotics Research (JRR) and Computers in Human Behavior
(CHB). Most returned journals are International Journal of
Human–Computer Studies (JHCS), Universal Access in the
Information Society (UAIS), and Interacting with Computers
(IWC), with two papers each.
Two publications in congresses were also identified. The
congresses are Digital Heritage International Congress (DHIC)
and World Congress on Health and Biomedical Informatics
(MEDINFO), with one paper each. The results for each SQ of our
SMS are shown in the next section.
4
Fig. 3 Journal papers distribution
ranked (NR). The main conferences returned are Conference on
Human Factors in Computing Systems (CHI) and International
Conference on Intelligent User Interfaces (IUI). Conferences most
returned are International Conference on Intelligent User
Interfaces (IUI), International Conference on Systems, Man, and
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Findings
Table 6 demonstrates a summary of the results found in our SMS.
Overall, 110 technologies used in the studies were found. We used
these technologies to answer SQ1–SQ4. SQ1 shows 119
technologies because the same technology was used multiple times
in the same paper to evaluate different types of NUIs, increasing
the number. In questions SQ5 to SQ5.3, the number of empirical
evaluations was considered. SQ5 shows a Boolean analysis of the
56 returned papers. However, the number of evaluations returned
455
Table 6 Summary of technologies and evaluations found in
SMS
Research SQs
Possible
Findings
answers Technologies Percentage,
%
SQ1. The technology
evaluates which type
of NUI?
multitouch
gestures
voice
gaze
SQ2. What is the
usability
quality criterion of
user
evaluation technology? experience
both
SQ2.1 What types of
testing
Usability evaluation
inspection
technology were
inquiry
used?
analytical
modelling
simulation
SQ2.2 What types of
lab studies
UX evaluation
case studies
technology were
survey
used?
experts
SQ3. Is the technology
specific
specific to software
generic
which implements NUI,
or is it for software in
general?
SQ4. Is the evaluation
yes
technology based on
no
any existing
total of
technology? If so,
technologies
which one?
SQ5. Was the
evaluation technology
applied?
SQ5.2 Was the
evaluation done at the
academy, industry, or
laboratory?
SQ5.3 Was the
evaluation quantitative
or qualitative?
yes
no
industry
laboratory
academy
mixed
quantitative
qualitative
both
total of
evaluations
14
80
17
8
94
14
11.76
67.23
14.29
6.72
85.45
12.73
2
40
2
54
0
1.82
41.67
2,08
56.25
0
0
16
0
0
0
30
80
0
100
0
0
0
27.27
72.73
82
28
110
74.55
25.45
100
Evaluation
55
1
Percentage, %
98.21
1.79
1
61
0
2
36
9
19
64
1.56
95.31
0
3.13
56.25
14.06
29.69
100
was 64 because there were several evaluations in the same paper,
increasing the number of analyses.
Therefore, our SMS identified 110 technologies used to
evaluate usability and/or UX in software that implemented a NUI.
Removing duplicates was found 30 different evaluation
technologies. Sub-questions SQ2.3 (What Usability and/or UX
aspects does the technology evaluate?), SQ5.1 (How and by what
technology was the empirical evaluation performed?), and SQ5.1.1
(What is the classification of the evaluation technology?) were not
presented in Table 6. First, because of a large number of varied
responses that these SQs identified. Second, because these SQs are
subjective questions and vary from paper to paper. However, all
SQs’ findings (including SQ2.3, SQ5.1, and SQ5.1.1) are detailed
in the subsections below. Classification of publications and
technologies by SQ is shown in Table 7.
4.1 SQ1: type of NUI
The results of SQ1 reveal that 67.23% of technologies evaluated
the usability and/or UX of software using gesture-based interfaces
(such as a website that allows scrolling your page with a hand
456
gesture). Falcao et al. [24] presented a usability evaluation that
contained tasks to be done in Photoshop using hand gestures. The
evaluation technology used was a questionnaire combining
Nielsen's [79] and Jordan's [80] heuristics. These heuristics focus
on the design of a user-friendly interface, where Nielsen [79]
involves issues such as user control, error prevention, and
documentation. In contrast, Jordan [80] focuses on topics as
consistency and visual clarity.
About 14.29% of returned technologies evaluated the usability
and/or UX of software using voice-based interfaces (such as a
search engine that performs a search according to the word spoken
by user). Rocha et al. [34] presented an experiment that the main
task was to perform a voice search. One of the evaluation
technologies used was a direct observation.
About 11.76% of technologies evaluated the usability and/or
UX of software that used multitouch-based interfaces (such as a
two-finger map application to zoom in on navigation). UebbingRumke et al. [37] evaluated the UX of a flight controller software
handled through a multitouch. The evaluation technology used was
the user experience questionnaire (UEQ) [81].
About 6.72% of technologies evaluated the usability and/or UX
of software that implemented a gaze-based interface (as a system
that has your cursor controlled by gaze). Zhu et al. [41] evaluated
the usability of a virtual soccer game, where users used their eyes
to control players and kick the ball. One of the technologies used
was the analysis of the experiment's video recording.
4.2 Devices to capture natural interactions
Fig. 4 provides an overview of devices used to capture users’
natural interactions. The results reveal that 31 primary studies used
Kinect to capture users’ gestures. Kinect is a motion sensor
developed by Microsoft [82] and used in their video games. The
main feature of Kinect is the high accuracy to capture the user's
body gestures, as well as the ease of developing applications that
use Kinect, due to the Kinect for Windows Software Development
Kit (SDK) developed by Microsoft [83]. This device is used in
Kazuma et al. [65], which the authors proposed and evaluated a
new approach for oral presentation based on gestures captured
from Kinect.
Leap Motion is a gesture capture device and the second most
device used by studies. However, this sensor only captures finger
gestures [84]. This device is used in Vosinakis et al. [68], where the
authors developed an application in which users, through
interaction with Leap Motion, assumed the role of sculptors and
were able to create a virtual statue by selecting and applying
appropriate tools.
4.3 SQ2: quality criterion of evaluation technology
The results indicate that 85.45% of evaluation technologies have
focused on usability. Deng et al. [78] evaluated user satisfaction
when using gestures and gaze to move cubes to target positions in
software. The evaluation technology used was the system usability
scale (SUS) [85].
About 12.73% of technologies focused on UX. d'Ornellas et al.
[35] presented an evaluation of aspects such as immersion, tension,
and user competence when using a serious game through gestures
for stroke rehabilitation. The UX evaluation technology was the
main module of the Game Experience Questionnaire (GEQ) [86].
About 1.82% of evaluation technologies focused on usability
and UX together. Economou et al. [44] evaluated (using the same
technology) user satisfaction (usability) and user engagement (UX)
of a virtual hangout with avatars captured by Kinect. The
experiment recording and subsequent analysis of recorded videos
were used to obtain data.
4.3.1 SQ2.1: types of usability evaluation technology: Inquiry
technologies are the most used, around 56.25%. This type of
technology collects data from experiment participants, such as the
satisfaction questionnaire presented in Rybarczyk et al. [38], where
users could answer after using a telerehabilitation system.
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
© The Institution of Engineering and Technology 2020
Table 7 Legend: SQ1: (A) Multitouch; (B) Gesture; (C) Voice; (D) Gaze. SQ2: (A) Usability; (B) User Experience; (C) Both.
SQ2.1: (A) Testing; (B) Inspection; (C) Inquiry; (D) Analytical Modelling; (E) Simulation. SQ2.2: (A) Laboratory Study; (B) Case
Study; (C) Survey; (D) Expert. SQ3: (A) Specific; (B) Generic. SQ4: (A) Yes; (B) No. – not applicable
Ref.
Technology
SQ1
SQ2
SQ2.1
SQ2.2
SQ3
SQ4
A B C D A B C A
B
C D
E
A
B
C D
A
B
A
B
[23]
[24]
[25]
[26]
[27]
[28]
[29]
[30]
[31]
[32]
[33]
[34]
[35]
[36]
[37]
[38]
[39]
[40]
[41]
[42]
[43]
[44]
[45]
[46]
[47]
[48]
[49]
[50]
[51]
[52]
[53]
[54]
T01_1
T01_2
T02_1
T02_2
T03_01
T03_02
T04_1
T04_2
T04_3
T04_4
T05_01
T05_02
T06_01
T06_02
T07
T08
T09
T10
T11
T12_1
T12_2
T13_1
T13_2
T13_3
T14
T15_01
T15_02
T15_03
T15_04
T15_05
T16
T17_01
T17_02
T18_01
T18_02
T19_01
T19_02
T19_03
T20
T21
T22
T23_01
T23_02
T24
T25_01
T25_02
T25_03
T26_01
T26_02
T26_03
T27
T28_01
T28_02
T29
T30_01
T30_02
T31_1
T31_2
T32
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
—
—
—
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
—
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
© The Institution of Engineering and Technology 2020
—
x
x
x
x
—
—
x
x
x
x
—
x
—
—
x
x
x
x
x
x
—
—
—
—
x
x
x
x
x
x
—
x
x
—
—
—
x
x
x
x
x
x
x
x
x
x
x
x
x
x
—
—
—
—
x
x
x
x
x
x
x
x
—
—
—
x
—
—
—
—
x
—
—
x
x
x
x
x
x
x
x
x
x
x
x
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
x
x
x
—
—
x
—
—
—
—
—
—
—
—
—
—
—
—
—
x
—
—
—
—
x
x
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
457
Ref.
Technology
A
[55]
[56]
[57]
[58]
[59]
[60]
[61]
[62]
[63]
[64]
[65]
[66]
[67]
[68]
[69]
[70]
[71]
[72]
[73]
[74]
[75]
[76]
[77]
[78]
T33_01
T33_02
T33_03
T34_01
T34_02
T34_03
T35
T36_1
T36_2
T36_3
T37_1
T37_2
T38_1
T38_2
T38_3
T38_4
T39_01
T39_02
T39_03
T40
T41_01
T41_02
T42_01
T42_02
T43
T44
T45_1
T45_2
T46_01
T46_02
T46_03
T47
T48_01
T48_02
T48_03
T49
T50_01
T50_02
T51_01
T51_02
T52_01
T52_02
T52_03
T53_01
T53_02
T54_01
T54_02
T55
T56_01
T56_02
T56_03
SQ1
B C
x
x
x
x
x
x
x
x
x
D
x
x
x
x
x
x
x
x
x
x
x
x
—
x
x
x
x
x
x
x
x
x
—
—
—
x
—
x
x
—
—
—
—
—
—
—
x
x
—
—
—
—
—
—
—
—
—
x
x
x
x
x
x
x
x
x
x
About 41.67% of technologies are usability tests, where a
researcher observes users’ interaction in the experiment. Tang et al.
[45] used an observation form to record any peculiar movement
during the tasks’ accomplishment.
About 2.08% of evaluation technologies are usability
inspection, which requires an expert to find usability problems.
Guimarães et al. [64] developed an inspection form with several
aspects to evaluate. Finally, there were not analytic modelling and
simulation technologies.
458
—
x
x
x
x
x
x
—
x
x
x
x
x
x
x
x
—
x
x
x
x
—
x
x
x
x
x
x
x
x
E
x
x
x
x
x
x
x
x
SQ2.1
C D
x
x
x
x
x
x
x
x
B
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
A
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
SQ2
B C
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
A
x
—
x
—
—
—
—
—
—
—
—
x
—
—
—
x
x
x
x
x
x
—
—
—
—
—
—
—
—
A
—
—
—
—
—
—
—
—
—
x
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
x
x
x
—
—
—
x
—
—
—
—
x
—
—
x
x
x
—
—
—
—
—
—
SQ2.2
B
C
D
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
SQ3
A
B
x
SQ4
A
B
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
—
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
4.3.2 SQ2.2: types of UX evaluation technology: The results of
SQ2.2 show that all UX evaluation technologies were laboratory
studies. There were no case studies, surveys, or UX expert
evaluation.
4.3.3 SQ2.3: usability and/or UX aspects evaluated: Results
of SQ2.3 reveal 61 different aspects evaluated by studies. Tables 8
and 9 show the aspects list by publication. To reduce the research
bias, the two researchers did not provide their opinion about
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
© The Institution of Engineering and Technology 2020
Fig. 4 Devices used to capture natural users interactions in primary studies
usability or UX classifications. Therefore, the same aspects
considered of usability in some papers were considered of UX in
other papers according to the authors, as performance, efficiency,
ease of use, user preference, usefulness, naturalness, effort,
engagement, control, pleasantness, frustration, competence, and
confidence.
The most evaluated aspect was user satisfaction, with 34
evaluations. Muender et al. [60] evaluated user satisfaction in a
game where users could manipulate 3D protein structures through a
multitouch interface.
The second most evaluated aspect was effectiveness, with 21
evaluations. Fiorentino et al. [49] evaluated the effectiveness
through the error rate made by users during the experiment. The
performance achieved 18 ratings and was the third most rated
aspect. Kondori et al. [63] calculated the performance based on the
score obtained by experiment participants.
4.4 SQ3: specificity of the technology which evaluates NUI
About 72.73% of evaluation technologies are for software in
general, i.e. they are not specific to evaluate software that
implements NUI. Caggianese et al. [70] applied a usability
questionnaire used in different contexts, the SUS [85], to evaluate
software that manipulated virtual sculptures through hand gestures.
About 27.27% of technologies were created specifically to
evaluate systems with NUI. Su et al. [76] developed a
questionnaire to evaluate the usability of a gesture-based system
for home rehabilitation.
4.5 SQ4: basis of evaluation technology
Results of SQ4 show that 74.55% of technologies are based on
existing ones. Uebbing-Rumke et al. [37] used the UEQ [81] to
perform the UX evaluation.
About 25.45% of evaluation technologies are not based on
existing technologies, i.e. the authors created a new evaluation
technology for the study. Macaranas et al. [26] developed an
interview to evaluate software usability.
Fig. 5 illustrates the combination of results from SQ3 and SQ4.
These results indicate there were 30 evaluation technologies for
NUI and 80 generic evaluation technologies. The combined
analysis shows that the use of generic technologies in the NUI
context is much higher than specific technologies. Of 30 specific
technologies, only 6 were based on any existing technologies, i.e.
other 24 were developed solely to evaluate the study of the paper,
without providing a common standard of evaluation and
replicability.
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
© The Institution of Engineering and Technology 2020
4.6 SQ5: empirical evaluation
Results of SQ5 reveal that only one paper did not apply the
evaluation technology. Sun and Cheng [43] showed the software
developed and the evaluation technology. However, they did not
apply the technology in the empirical evaluation.
Within SQ5, there are SQ5.1 (Which evaluation technology was
used in the empirical study?), SQ5.2 (What is the evaluation
environment?), and SQ5.3 (Type of analysis) detailed below.
Table 10 shows the publications and evaluations list.
4.6.1 SQ5.1: evaluation technology used in the study: The 30
different technologies returned in our SMS are illustrated in Fig. 6.
Results of SQ5.1 show that the SUS [85] and the analysis of the
study results were the most used evaluation technologies. We found
the use of these technologies in Li et al. [74] and Eckert et al. [53],
respectively. In the first study, researchers use SUS to evaluate the
usability of distance interaction on display screens. With SUS, it is
possible to evaluate user satisfaction through ten questions
answered with a Likert scale. Regarding the second study, the
authors analysed the study results concerning usability. In this case,
the efficiency and effectiveness of participants were obtained
according to the performance and score results analysis.
Within SQ5.1, there is SQ5.1.1, which extracted the evaluation
technologies classifications. Classifications were based on terms
used in the intervention of search string, according to Petersen et
al. [11] (e.g. method, technique, tool, etc.). Technologies were
classified based on definitions of the authors who created them.
Table 11 shows the classifications and papers that used the terms.
4.6.2 SQ5.2: evaluation environment?: Results of SQ5.2 show
that 95.31% of empirical evaluations were performed in a
laboratory environment, as Su et al. [76], where the authors
simulated a context for testing a home rehabilitation system using
Kinect. About 3.13% were performed in a mixed environment, as
Shishido et al. [30], where a laboratory environment was mixed
with an academic environment. Only Zhu et al. [41] conducted the
study exclusively at the academy, where the authors experimented
in a real context with students. No studies were performed in the
industry.
4.6.3 SQ5.3: type of analysis: Results of SQ5.3 reveal that
56.25% of analyses were performed quantitatively, emphasising the
collection of numbers, as shown in Lee et al. [51], where the
authors (through graphs) confirmed results obtained with the
questionnaire answers.
Approximately 29.69% of analyses were performed by a mixedmethod (quantitatively and qualitatively). Chatzidaki and Xenos
[73] used tasks to evaluate efficiency (quantitative) and interview
to evaluate participants’ opinions (qualitative).
459
Table 8 Legend SQ2.3: (a) User satisfaction; (b) Effectiveness; (c) Performance; (d) Efficiency; (e) Ease of use; (f) User
preference; (g) Usefulness/Utility; (h) Immersion; (i) Naturalness; (j) Effort; (k) Ease of learning; (l) Gamification; (m) Limitation/
Difficulty; (n) Attractiveness; (o) Engagement; (p) Workload; (q) Control; (r) Novelty; (s) Intuitiveness; (t) Pleasantness/Enjoyable
to use; (u) Frustration; (v) Overall UX/UX issues; (w) Estimated/Execution time; (x) Impression/Expectation; (y) Competence; (z)
Space/Time Pressure; (aa) Dependability; (ab) Perspicacity; (ac) Acceptance; (ad) Attention; (ae) Fatigue; (af) Virtualisation/
Virtual Reality; (ag) Participants’ Behaviour; (ah) Challenge; (ai) Flow; (aj) Positive/negative effects; (ak) Tension; (al) Precision;
(am) Reaction time; (an) Endurance; (ao) Hand Coordination; (ap) Error tolerance; (aq) Suitability; (ar) Individualisation; (as)
Self descriptiveness; (at) Working posture relaxed; (au) Stimulation; (av) Interaction; (aw) Intervention; (ax) Consciousness; (ay)
Distraction; (az) Time to get used to; (ba) Information quality; (bb) Interface quality; (bc) Navigation; (bd) Confidence; (be)
Clarity; (bf) Agility; (bg) Aesthetics; (bh) Pleasure; (bi) Nielsen's heuristics
Ref.
a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak
[23]
[24]
[25]
[26]
[27]
[28]
[29]
[30]
[31]
[32]
[33]
[34]
[35]
[36]
[37]
[38]
[39]
[40]
[41]
[42]
[43]
[44]
[45]
[46]
[47]
[48]
[49]
[50]
[51]
[52]
[53]
[54]
[55]
[56]
[57]
[58]
[59]
[60]
[61]
[62]
[63]
[64]
[65]
[66]
[67]
[68]
[69]
[70]
[71]
[72]
[73]
[74]
[75]
460
x x
x
x
x
x
x
x x
x
x
x
x x
x
x
x
x
x
x
x
x
x
x x
x
x
x
x
x x
x
x
x x
x
x x x
x
x
x
x
x x
x
x x
x
x
x
x
x
x
x x x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x x
x
x x
x
x x
x
x
x
x x
x
x
x
x
x
x x
x
x
x
x
x x
x
x
x
x
x
x
x
x
x
x
x
x x
x
x
x
x
x x x
x x
x
x
x
x
x
x
x
x
x
x
x x
x
x
x
x
x
x
x x
x
x
x
x x x
x
x
x
x x
x
x
x
x
x
x
x
x
x
x
x
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
© The Institution of Engineering and Technology 2020
Ref.
a b c d e f g h i j k l m n o p q r s t u v w x y z aa
[76]
[77]
[78]
x
ab
ac
ad
ae
af
ag
ah
ai aj ak
x
x
x x x
x
Table 9 (Continuation Table 8) Legend SQ2.3: (a) User satisfaction; (b) Effectiveness; (c) Performance; (d) Efficiency; (e) Ease
of use; (f) User preference; (g) Usefulness/Utility; (h) Immersion; (i) Naturalness; (j) Effort; (k) Ease of learning; (l) Gamification;
(m) Limitation/Difficulty; (n) Attractiveness; (o) Engagement; (p) Workload; (q) Control; (r) Novelty; (s) Intuitiveness; (t)
Pleasantness/Enjoyable to use; (u) Frustration; (v) Overall UX/UX issues; (w) Estimated/Execution time; (x) Impression/
Expectation; (y) Competence; (z) Space/Time Pressure; (aa) Dependability; (ab) Perspicacity; (ac) Acceptance; (ad) Attention;
(ae) Fatigue; (af) Virtualisation/Virtual Reality; (ag) Participants’ Behaviour; (ah) Challenge; (ai) Flow; (aj) Positive/Negative
Effects; (ak) Tension; (al) Precision; (am) Reaction time; (an) Endurance; (ao) Hand Coordination; (ap) Error tolerance; (aq)
Suitability; (ar) Individualisation; (as) Self descriptiveness; (at) Working posture relaxed; (au) Stimulation; (av) Interaction; (aw)
Intervention; (ax) Consciousness; (ay) Distraction; (az) Time to get used to; (ba) Information quality; (bb) Interface quality; (bc)
Navigation; (bd) Confidence; (be) Clarity; (bf) Agility; (bg) Aesthetics; (bh) Pleasure; (bi) Nielsen's heuristics
Ref.
al am an ao ap aq ar as at au av aw ax ay az ba bb bc bd be bf bg bh bi
[23]
[24]
[25]
[26]
[27]
[28]
[29]
[30]
[31]
[32]
[33]
[34]
[35]
[36]
[37]
[38]
[39]
[40]
[41]
[42]
[43]
[44]
[45]
[46]
[47]
[48]
[49]
[50]
[51]
[52]
[53]
[54]
[55]
[56]
[57]
[58]
[59]
[60]
[61]
[62]
[63]
[64]
[65]
[66]
x
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Ref.
al
am
an
ao
ap
[67]
[68]
[69]
[70]
[71]
[72]
[73]
[74]
[75]
[76]
[77]
[78]
aq
ar
as
at
au
av
Only 14.06% of analyses were performed qualitatively, valuing
the subjectivity of the answers. Economou et al. [44] analysed the
experiment recording, where they extracted subjective information
about aspects defined by them, such as the user's focus.
Discussion
Our SMS showed evidence about technologies that were used to
evaluate usability and/or UX in software that implements NUIs.
From a total of 246 papers, we selected and extracted 56
manuscripts in our mapping, after applying the first and second
filters. Results of our SMS identified 30 different technologies [6,
31, 32, 37, 40, 52, 79, 81, 85–100] (see Fig. 6) and their
characteristics that answer the main research question: ‘What
technologies are used to evaluate the Usability and/or UX of
software which implements Natural User Interfaces?’. Besides, we
created SQs to extract the approved papers fully.
Results of SQ1 indicate a need for further studies using voice,
gaze, and multitouch as a form of interaction. Besides, we showed
that the vast majority (67%) of studies involving NUI use gestures
to perform interaction between user and system.
The results about devices showed several methods used to
capture natural user interactions. The significant use of Kinect
(55%) and Leap Motion (32%) is justified because gestures are the
most commonly NUI used. The popularity and quality of these
sensors also justify the choice of developers when programming
their applications. We observed when using voice, gaze, or
multitouch; no device stands out in the amount of use.
The main result of SQ2 is the lack of technologies that evaluate
usability and UX jointly, specifically for software with some NUI.
Thus, pragmatic aspects of usability are evaluated on one occasion,
and hedonic aspects of UX on another, lacking technologies that
unite these two criteria. The joint evaluation of usability and UX is
recommended because it brings these complementary criteria in the
same technology, allowing pragmatic aspects linked to behavioural
goals and hedonic aspects related to user's feelings to be evaluated
simultaneously.
462
ax
ay
az
ba
bb
bc
bd
be
bf
x
x
x
bg
bh
bi
x
Fig. 5 Combined results of SQ3 and SQ4
5
aw
SQ2.1 shows that the most used usability evaluation
technologies are of inquiry (56%), which collects data from users
of the experiment. Our SMS was not found analytic modelling
technologies or simulation technologies. This result happened
because analytic modelling or simulation depends on other
technologies as models and tools. About UX technologies
discussed in SQ2.2, all evaluation technologies were laboratory
studies, revealing this technology is the simplest to apply in the
NUI context. A case study requires an environment of real
application, a survey relies on online evaluation, and a study with
experts needs a field specialist, making these technologies more
challenging to apply. Besides, SQ2.3 shows a more significant
concern with Usability, as the aspects most evaluated by
technologies are user satisfaction (60%), effectiveness (37%), and
performance (32%). We observed there is no standardisation of
which aspects are usability and which are UX since several aspects
are used to evaluate both.
The results of SQ3 indicate there is a lack of specific
technologies to evaluate usability and/or UX of software with a
NUI. This lack happens because most authors prefer to use a
generic technology already consolidated in the literature than to
create a new one to use in a specific context. Still, we discovered
some authors use technologies created only for the study, without
going through a validation process.
Besides, SQ4 shows most technologies used are based on an
existing one (74%). On SQ4, we observed a shortage in
technologies that evaluate usability and/or UX specifically of
software with a NUI, and that are replicable in other works.
From SQ5, we noted the majority of publications show the
evaluation technology applied in empirical evaluations.
Technologies classified as method and technique are the most used
since these classifications are commonly used in software
engineering and HCI field. About evaluations, 33% of them are
performed by SUS, and 95% of them were realised in a laboratory
environment. We observed that creating a laboratory environment
to apply the study is more feasible. This happens because, in a
controlled environment, it is possible to develop and conduct
experiments more efficiently. Besides, evaluate a product first in a
controlled context is more interesting than in a real context because
authors can find improvements and updates without actually
placing the product in a working context. Furthermore, there is a
scarcity of studies conducted in the industry, as it is necessary to
make partnerships with development companies to apply
technologies. Regarding the type of analysis (SQ5.3), 56% were
performed quantitatively. With these results, we observed a
preference for quantitative analysis, since it is part of most
evaluation technologies. We believe a mixed (both quantitative and
qualitative) evaluation is ideal since it provides different types of
data for analysis.
6
Threats to validity
As well all SMS, even if minimal, the risk of bias remains. In our
paper, we tried to mitigate the bias performing the peer review,
where two researchers reviewed all papers. First, a researcher
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
© The Institution of Engineering and Technology 2020
Table 10 Legend: SQ5.2: (A) Academy; (B) Industry; (C) Laboratory; (D) Mixed. SQ5.3: (A) Quantitative; (B) Qualitative; (C)
Both. – not applicable
Ref.
Evaluation
SQ5.2
SQ5.3
A
B
C
D
A
B
C
[23]
[24]
[25]
[26]
[27]
[28]
[29]
[30]
[31]
[32]
[33]
[34]
[35]
[36]
[37]
[38]
[39]
[40]
[41]
[42]
[43]
[44]
[45]
[46]
[47]
[48]
[49]
[50]
[51]
[52]
[53]
[54]
[55]
[56]
[57]
[58]
[59]
[60]
[61]
[62]
[63]
[64]
[65]
[66]
[67]
[68]
[69]
[70]
[71]
[72]
E01_1
E01_2
E02
E03
E04
E05
E06
E07
E08_1
E08_2
E09
E10_1
E10_2
E10_3
E10_4
E11
E12
E13
E14
E15
E16
E17
E18
E19
E20
E21
E22
E23_1
E23_2
E23_3
E24
E25
E26
E27_1
E27_2
E28
E29
E30
E31
E32
E33
E34
E35
E36
E37
E38
E39_1
E39_2
E40
E41
E42
E43
E44
E45
E46
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E48
E49
E50
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© The Institution of Engineering and Technology 2020
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—
—
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463
Ref.
Evaluation
A
[73]
[74]
[75]
[76]
[77]
[78]
E51
E52
E53
E54
E55
E56
B
SQ5.2
C
x
x
x
x
x
x
D
A
SQ5.3
B
C
x
x
x
x
x
x
Fig. 6 Evaluation technologies returned in the SMS
Table 11 Classification of evaluation technologies and
papers that used them
Classification
Paper
method
technique
model
tool
framework
approach
[23–30, 34, 35, 37–43, 45, 47–52, 55–65, 67–70,
72–76, 78]
[23–26, 28, 34, 36, 40, 41, 44, 46, 54, 55, 58–61, 63,
64, 67, 68, 71–74, 76–78]
[32, 33]
[66, 70]
[31]
[60]
performed the entire first filter (reading the title and abstract of all
papers). Then, the other researcher performed the first filter
separately. If there were divergences in inclusion or exclusion
decisions, researchers sought to resolve. If the researchers did not
reach a joint conclusion, the paper was automatically approved for
the second filter. A plausible justification was necessary if a paper
464
was excluded. In the second filter, the first researcher read all
papers and extracted data. Then, the second researcher checked the
excluded papers and their justifications and also the included
papers and their extractions. Again, if there was any disagreement
in decisions, the researchers tried to find a conclusion.
One threat to validity may be in the search string. The search
string was attempted to cover all synonyms that were close to NUI.
It may have occurred of some papers using NUI were not returned
because they were not using our keywords. However, despite this
threat, we believe N = 56 is a relevant return for the search question
presented.
Another threat is some authors do not focus their work on
usability and/or UX evaluations. In some cases, the authors explain
and detail the entire evaluation process. However, in others, the
authors focus on the development and design process, leaving
much implicit information about evaluation, which generated
doubts and multiple interpretations. To mitigate this threat, we
discussed all justifications and paper exclusions.
IET Softw., 2020, Vol. 14 Iss. 5, pp. 451-467
© The Institution of Engineering and Technology 2020
7
Conclusion and future work
This paper detailed the results obtained in our SMS. We showed
the evidence found in digital libraries about technologies that were
used to evaluate usability and/or UX in software that implements
NUI. From a total of 246 papers, we selected 56 and extracted in
our mapping after applying the first and second filters. The SMS
results identified 30 technologies and their characteristics to verify
if systems are useful and provide a good experience to users. Most
of these studies focus on gesture-based interaction, which
highlights the high usage of Kinect [82] and Leap Motion [84]
devices.
However, from the analysis performed, we found some research
gaps. Most studies focus only on one criterion, usability or UX,
such as SUS [85] (one of the most returned technology in our
SMS) that evaluates only the usability. Moreover, regardless of
whether usability is evaluated in conjunction with UX or not, most
identified evaluations are not context-specific for NUI. In other
words, they can be used to evaluate any system or service. When
they are specific, technologies are designed just for the work in
question, without providing a standard for replicability. Besides,
most of the studies found to focus their results on quantitative
analysis. However, we believe the mixed evaluation (quantitative
and qualitative) provides more robust data for analysis that can be
used by researchers according to their examination ways.
Summarising, we identified the gaps
[10]
[11]
[12]
[13]
[14]
[15]
[16]
[17]
[18]
[19]
• There is a dearth of evaluations for voice, gaze, and multitouch,
as most of them are made for gestures.
• Few technologies were found that evaluated usability in
conjunction with UX. When found, they were not specific to the
NUI context.
• Technologies used to evaluate usability and UX, even separately,
are generally not NUI-specific. When specific, they are designed
just for the work in question, with no standardised aspects which
provide replicability.
• Most evaluations are quantitative.
[20]
From these gaps, we observe as future work the possibility to
develop a technology that evaluates usability and UX jointly, and
that is specific to software which implements a NUI. The
technology will aim to help researchers and developers who want
to improve their NUIs. Besides, gaps identified in our SMS can
serve as a basis for the realisation of other SMSs or SLRs.
[24]
8
Acknowledgment
[21]
[22]
[23]
[25]
[26]
[27]
This study was financed in part by the Coordenação de
Aperfeiçoamento de Pessoal de Nível Superior – Brasil (CAPES) –
Finance Code 001.
[28]
9
[29]
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
[9]
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