Zan Azma Nasruddin
Universiti Teknologi MARA
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Publication
Featured researches published by Zan Azma Nasruddin.
international conference on user science and engineering | 2018
Zan Azma Nasruddin; Azleen Markom; Maslina Abdul Aziz
Construction Defect mobile app is used by Ministry of Defense’s Construction Defect Inspection Team to ease the team to record construction defect. However, the mobile app has never been evaluated formally to identify any usability problems. The objectives of this study are to identify usability problems of Construction Defect mobile app using Think Aloud and to recommend design improvement of Construction Defect mobile app based on the identified usability problem. The Think Aloud study involve with 15 participants. During the evaluation, every participant carries out the given tasks on and he gives his impressions as he goes along the tasks. There are three usability problems were identified. Some recommendations have been proposed to improve the design of Construction Defect mobile app based on the identified usability problem. As for the future work, the study may be conducted using different usability evaluation technique.
international visual informatics conference | 2017
Saliza Aksah; Jamaliah Taslim; Maslina Abdul Aziz; Pa'ezah Hamzah; Norehan Abdul Manaf; Zan Azma Nasruddin
The effectiveness of atmospheric cues on consumer’s emotion has a significant impact on online businesses. The usability issues with regards to atmospheric cues especially while browsing electronic commerce (e-commerce) websites are very important. This paper aims to identify the common atmospheric cues, usability issues and their effects on consumer emotions while browsing e-commerce websites. Usability testing techniques was conducted to five (5) participants from different backgrounds by using qualitative methods. The outcome of this preliminary study will help e-commerce websites specifically Lazada Malaysia to reduce usability gap of online shopping experience. The result highlights the atmospheric cues and their influence on the website. These initial findings motivated the current study, which extends our previous work by proposing other key variables and several new recommendations for improvement to generate more effective usability issues.
international visual informatics conference | 2017
Fariza Hanis Abdul Razak; Nor Haizam Che Azhar; Wan Adilah Wan Adnan; Zan Azma Nasruddin
Recent studies show that playing games brings cognitive and psychological benefits to the older adults. In Malay culture, any older adults who play games will be perceived negatively. This is due to our belief that games are only meant for children and older adults should spend their time on spiritual or religious activities. There is evidence from our previous study that our older adults do play games, thus, we were motivated to find out why and how they played games. We tested a mobile game with five (5) older adults who are gamers aged between 56 and 63. From our study, we learned that gaming motivation among older adults can be described as intrinsic: psychological benefits and enjoyment. Like other young gamers, our older adults were seen immersed and enjoying themselves when playing with the game, however, unlike young gamers, they preferred to play alone and played it short but frequent. Aware of the negative perception towards them, some of the older adults have approached the game creatively: playing and chanting zikir (dzikr) at the same time. The findings from this study can provide opportunities for the game developers to innovate and create competitive advantage in gaming industry and consequently help older adults in improving their quality of life.
international conference on consumer electronics | 2017
Nur Fadhlina Ab Rahman; Zan Azma Nasruddin; Nor Aziah Daud; Fauziah Redzuan; Rogayah Abdul Majid; Jamaliah Taslim
This study observes on the significant user experience focusing on body gestures and body postures towards XD Theatre between deaf and normal children. Less extensively studied field of bodily expression of emotion that models how people communicate emotion through body gestures and postures and how people make inferences about them. Two groups were involved in this study: an experimental group which included three deaf and three normal children. Their gestures and postures for both groups were video recorded. An interview using sign language was conducted on the deaf children after the movie in order to understand their feelings. The analysis was done through video observation at six different scenes on fear and surprise emotion. The findings discovered different gestures and postures between the groups. Also even though the deaf children are fascinated and immersed into the movie through other senses including eyes, nose and hands, they felt less fear and surprise watching the movie. In addition, based on the interview, due to their limitation of not be able to hear sound effect in the movie, at certain scene, they felt sudden shock on fear and surprise. Therefore, recommendation for the future on valuable features for them in the interface design in XD theatre should be considered to stable their emotion while watching it.
international conference on user science and engineering | 2016
Siti Fatimah Saud; Zan Azma Nasruddin
Nowadays, e-learning courseware could be used as an alternative to simplify the process of teaching and could create an effective learning process for the disable students. The problem is how far the helpfulness of the current education multimedia application could be used to suit and to attract student disabilities in learning. This research focuses on design a new interface courseware based on user requirements on disabilities students mainly for students who have hearing problem. The research was conducted using qualitative methods whereby observation and interview approaches were used to collect data from teachers and the hearing impaired students in Sekolah Pendidikan Khas Selangor (SPKS) on what would better approach to help them in learning. Significance of this application is to increase the attention and intention level for the HI students in their learning process. Thus, the results of this research would contribute the significant impact in terms of how the improvements in the design interface from the courseware influence the learning performance of HI students.
international conference on information and communication technology | 2013
Zan Azma Nasruddin; Husnayati Hussin
User interface is a discipline which focuses on the principles of design and metaphor in the digital landscape. However, normally the development of user interface is standardized in order to cater compatibility. Some evidence indicate that the application of standardized solution pose problems to some ethnic groups. Hence, some researchers suggested that interface design should consider the cultural aspects. Although localization is adopted in some web designs, more insights is needed on culture-centered design. This study focuses on understanding the Islamic culture and interface design. As Muslims form a large proportion of the world population, and the percentage of Internet users among them is rising, it is imperative that a more suitable approach in interface design is explored. A framework of Muslim Centered User interface Design (MCUID) is proposed inspired from Culture- Centered Design. Several relevant theories are explored and used as a basis in the construction of the framework.
publisher | None
author
World Academy of Science, Engineering and Technology, International Journal of Computer and Information Engineering | 2018
Zan Azma Nasruddin; Irwan Mazlin; Nor Aziah Daud; Fauziah Redzuan; Fariza Hanis Abdul Razak
international conference on electrical engineering and informatics | 2017
Nor Aziah Daud; Fauziah Redzuan; Zan Azma Nasruddin; Noraidah Sahari Ashaari; Zurina Muda
International Journal on Islamic Applications in Computer Science And Technology | 2015
Zan Azma Nasruddin; Husnayati Hussin