PAPER 
IMPACTS OF DIFFERENT MOBILE USER INTERFACES ON STUDENT SATISFACTION FOR LEARNING DIJKSTRA’S SHORTEST… 

 

Impacts of Different Mobile User Interfaces on 
Student Satisfaction for Learning Dijkstra’s 

Shortest Path Algorithm 
http://dx.doi.org/10.3991/ijim.v8i4.3860 

Mazyar Seraj1 and Chui Yin Wong2 
1 Limkokwing University of Creative Technology, Malaysia 

2 Multimedia University Malaysia 
 
 
 

Abstract—This paper describes an experimental study of 
university students learning Dijkstra’s shortest path algo-
rithm on mobile devices. The aim of this study is to investi-
gate and compare the impacts of two different mobile screen 
user interfaces on student satisfaction upon learning this 
technical topic. A mobile learning prototype was developed 
for learning Dijkstra’s shortest path algorithm on Apple 
iPhone 4s operated on the iPhone operating system (iOS) 
and Acer Inconia Tabs operated on an Android operating 
system. Thirty students who are either currently studying or 
had previously studied the course “Computer Networks” 
were recruited for the usability trial. At the end of each 
session, student satisfaction with respect to their satisfaction 
with the two mobile devices was measured using QUIS ques-
tionnaire. Although there is no significant difference in 
student satisfaction between the two different mobile screen 
interfaces, the subjective findings indicate that the Acer 
Inconia Tab gained higher scores than the Apple iPhone 4. 

Index Terms—Dijkstra’s shortest path algorithm, mobile 
devices, mobile user interface, small screen interface, user 
satisfaction. 

I. INTRODUCTION 
Mobile-based learning technology is a new generation 

of e-learning technology that permits learners to carry out 
learning activities and practice course content more fre-
quently, anytime and anywhere, through mobile devices 
using smart phones, tablet PCs and PDAs [13],[16],[17]. 
Although previous research has provided findings with 
regards to the capabilities of mobile devices in learning 
and teaching, research is still required to investigate the 
impacts of small screen devices on user satisfaction when 
used in mobile-based instructional applications, in view of 
the different screen sizes of mobile devices [12].  

The main objective of this paper is to investigate and 
compare the impacts of different mobile user interfaces on 
student satisfaction, using a mobile-based learning proto-
type. A second objective is to design and develop a usable 
mobile-based learning prototype based on the identified 
usability and user interface design guidelines presented by 
[9] and [10]. The developed prototype focused on design-
ing mobile-based course content for Dijkstra’s shortest 
path algorithm. Dijkstra’s shortest path algorithm is a 
technical subject, which is taught to computer science 
students. The prototype was developed for two different 
touch-based mobile devices, the Apple iPhone 4 and the 
Acer Inconia Tab. The computer science students general-
ly need to fully comprehend this topic in order to master 

the theoretical concept and practice of the subject [13]. 
When the Dijkstra´s shortest path algorithm is presented 
on small screen devices with different processing capaci-
ties such as limited storage and performance restrictions, 
designers and developers need to incorporate an appropri-
ate design strategy to assist students learn this complex 
concept [3],[4],[7]. 

II. LITERATURE REVIEW AND RELATED WORK 
Designing an effective user interface for a mobile-based 

application is strongly emphasized by various mobile 
learning studies [9],[10],[13]. As such, usability of a mo-
bile-based application is one of the most important attrib-
utes that should be considered when designing and devel-
oping a mobile-based learning application [9],[10]. An 
efficient user interface for mobile device is essential to 
create a usable and effective mobile-based information 
system because it helps increase user satisfaction and 
provides greater interactivity for persons using mobile and 
handheld devices for learning. 

A. User Interface Design for Mobile Applications 
Reference [9] presents four guidelines to desig a usable 

interface for mobile-based applications: 
1) Small Screen Display 
The small screen size of mobile devices represents chal-

lenges with regards to designing content effectively and 
organizing as much information as possible on a small 
screen display [21]. The restriction of small screen devices 
gives rise to other restrictions during the design phase of a 
usable mobile-based learning application [9],[21]. For 
instance, small screen displays trigger a more difficult 
reading process that directly impacts the normal pattern of 
eye movements and indirectly influences human interac-
tions [25]. The information and content displayed on mo-
bile-based application screens must consider reading 
speed, and the effect smaller text has on it. As a result, 
information should be organized into small chunks to 
provide the information in n more effective manner [22]. 
Frequent scrolling and the number of touches by the users 
should be reduced. The height and width of an application 
screen page should not exceed the screen size of the target 
mobile devices [9]. 

2) Relevant Information Display 
Presenting irrelevant information not only can confuse 

novice learners [8]. Relevant information must be dis-
played on each page of the application because of the 

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IMPACTS OF DIFFERENT MOBILE USER INTERFACES ON STUDENT SATISFACTION FOR LEARNING DIJKSTRA’S SHORTEST… 

 

restrictions and limitations imposed by the screen display 
size [9]. The most important information should be locat-
ed at the right top corner to ease the readability. Empty 
and blank spaces should be designed with great care to 
avoid misleading or confusing users [9]. 

3) Navigation 
Success or failure of a usable mobile-based application 

displayed on small screen devices is determined to a great 
degree by the selection of appropriate navigation struc-
tures [22]. Consistent navigation can support and maintain 
learner satisfaction while learning on a mobile learning 
application [9]. [23] suggests reducing complicated navi-
gation by using simple menu options, which are already 
used in existing mobile devices, which will make users 
more comfortable using a more usable navigation method. 
Another two important considerations that can make navi-
gation more fluid are decreasing the number of touches by 
users and changing the text input method by selecting the 
text from a menu list [8],[23]. 

4) Consistency 
Consistency is one of the most important and funda-

mental usability principles to consider when designing a 
usable interface [11].  In particular, consistency of mobile 
contexts is very important because of the restricted screen 
size of mobile devices [9]. Moreover, consistency is de-
fined by [24] as a cover for interface design and the task 
usefulness structure of a learning application. Thus, in-
formation needs to be located in the same locations in the 
interface to trigger consistent user actions [9]. For in-
stance, similar buttons must be positioned in the same 
place on every page of the application. 

B. Usability 
Usability defines the quality of the user interface design 

and interaction of an application. Usability can be meas-
ured by the quality of learner experience during the inter-
actions with the user interface of an application [11]. The 
advantages of usability are: (i) reducing the time and cost 
of training, (ii) reducing the errors that the user encounters 
during their interaction with the system, (iii) increasing 
learning performance and user satisfaction, and (iv) im-
proving the quality of interaction with the interface 
[6],[13],[14],[15]. Thus, a set of design principles should 
be followed to provide an acceptable mobile-based learn-
ing application in terms of usability. We also took user 
interface limitations of a mobile-based learning applica-
tions such as small screen size, poor resolution, limited 
storage facility and lower processing capacity into account 
[4],[7],[26]. Finally, the mobile user interface must be 
designed in a simple way without any complexity, the size 
of output files must be reduced as much as possible, and 
the application must not involve high processing capacity. 

C. Mobile Technolog 

D. y and Mobile-based Learning Application 
In developing mobile-based learning applications, some 

research studies have produced course content applica-
tions based on small screen devices. Four mobile-based 
course content learning applications have been developed 
by [9],[13],[19],[20]. 

According to [19], Adobe Flash CS3 was deployed to 
develop an application for learning English as a second 
language. This provides a reference to integrate two com-
ponents in developing a mobile learning application on 

content and interface design. Content should be divided 
into various chunks so that each chunk represents a one-
interface screen page. In terms of the user interface, [19] 
had an optimized screen resolution via brightness and 
screen contrast that was controlled by the users. Adobe 
Flash CS3 was used to give learners full control to select 
and play each lesson slide by slide. At the end of the les-
son, students could repeat the current slides, proceed to 
the following lesson, or complete the exam questions. 
Meanwhile, he used native speaker voices to improve the 
learners’ listening experience, associating sounds and 
texts to assist learners. In order to accelerate the learning 
process, the researcher also used exercises to motivate and 
enhance learner performance upon concluding each unit. 
The results indicated that the project could improve learn-
er satisfaction by permitting students to learn at any place 
and any time at individual pace with ease of use to en-
hance their pronunciation, especially their listening skills 
[19]. 

Reference [9] presented usability guidelines that focus 
on the user interface in terms of usability theoretical 
frameworks, possible restrictions and the unique proper-
ties of small screen interfaces. Three categories for usabil-
ity of a mobile-based learning application were formulat-
ed, consisting of user interface design, human interaction 
and user analysis. These three categories, in turn, are sup-
ported by 10 golden usability guidelines for designing an 
effective, user friendly and usable mobile interface to 
support learning through mobile and handheld devices. An 
application was developed which is called Mobile Learn-
ing Course Manager (MLCM) to demonstrate the impacts 
of the proposed usability guidelines. The user interface of 
MLCM can be deemed as usable because it is learner 
centered, which was a primary consideration for designing 
the application. The application provides announcements, 
assessments and a timetable, three useful main menu op-
tions for registering MLCM [9],[5]. 

Reference [13] presents a study of User Interface De-
sign (UID) principles and requirements for utilizing mo-
bile devices as instruments for mobile learning. This study 
is supported by a suitable design architecture and learning 
theories. The objective of the study was to examine the 
design principles and requirements required to develop a 
course content application based on mobile devices [13]. 
Besides, the second objective is to produce a course con-
tent mobile-based learning prototype for System Analysis 
and Design (SAD) course for students. This is based on 
the principles, guidelines and requirements, which were 
identified as a powerful design tools for mobile-based 
applications. Finally, a survey was used to investigate the 
usability level of this prototype among the students. The 
findings show that the learners perceive the developed 
mobile application as usable, according to usability met-
rics [13]. 

III. RESEARCH METHODOLOGY 

A. Design and Development a Mobile Prototype  
Based on the literature, we have developed a mobile-

based application prototype for learning the concept of the 
technical subject (Dijkstra’s shortest path algorithm). The 
prototype started with an accompanied start-up page. The 
designed page and its components appear on the start-up 
page to attract learner interest, enhance learning assess-
ment and provide instruction for indoor and outdoor learn-

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ing activities. The prototype serves the purpose of learning 
and practicing the technical subject, namely Dijkstra’s 
algorithm, to computer science students in a way to facili-
tate their learning. The content pages are presented in 
textual and animated formats, with some simple activities 
designed by the researchers. The two mobile devices with 
different screen displays are Apple iPhone 4 as a mobile 
phone (operated on iPhone operating system (iOS), 640 x 
960 pixels screen display), and Acer Inconia Tab as a 
tablet PC (operated on an Android operating system, 1280 
x 800 pixels screen display). 

B. Discussion on Design and Development of the Mobile 
Learning Prototype  

Figure 1 shows the introductory page, where users are 
shown an attractive introductory page and attractive but-
tons. Each button shows an action that each router has to 
perform while working on the network. The user will then 
be directed to the main content page of the specific action 
which presents basic information about the action and a 
main menu. The learning atmosphere is friendly, and the 
content page is colorful and intuitive. The main page con-
tains an animation to encourage learners to learn about the 
actions. Figure 2 shows that the 4 buttons address “Learn 
& Example”, “Try & Test”, “Previous” and “Next”, so 
that learners can access all steps of learning and a textual 
context to describe the action for students via some simple 
sentences. Users can select the options to ‘learn about the 
action’, followed by ‘view an example’ or ‘test and prac-
tice the action,’ to evaluate themselves by touching the 
buttons. ‘The design allows students to have full control 
of the mobile learning prototype and the student lessons. 
After touching a button, the first page will direct students 
to a new content page. Based on which step is chosen, 
materials and contents are presented in a proportionate 
form so that the user can have greater interactions. Keep-
ing the user working in an interactive manner with the 
prototype is our main concern [27]. 

After getting acquainted with the concept of Dijkstra’s 
shortest path algorithm, users are allowed to enter the 
following session and learn the subject via an appropriate 
example. The prototype delivers the information in an 

animated format. Both animation and text are used to 
motivate users to learn more about the subject. According 
to the study’s aim and objectives, learners are given au-
tonomy to control this phase of learning. Learners can 
evaluate themselves in the final option of this application, 
which allows learners to grade their performance and 
obtain feedback provided by the application. Animations 
are provided in movie clips in the content pages. Movie 
clips are used in this mobile-based learning application to 
reduce the size of the output file. The navigation is simple, 
user friendly and clear, and it allows navigation from any 
page to any other particular section and back to the main 
menu [27]. Despite its design and varieties of animations 
and buttons, an important design priority was to design a 
quickly-loading main page. All pages were produced to fit 
the screen size of the two separate small-screen mobile 
devices (either on Apple iPhone 4 mobile phone or Acer 
Inconia Tab tablet PC) before offering the prototype to the 
students for testing. 

During the design stage, we highly consider the 
restrictions of small screen devices such as limited and 
different small screen size, as well as poor resolution 
during the design and development of the prototype 
[4],[7]. The final prototype was then presented employing 
these two distinctive mobile devices to computer science 
students as a mobile-based interactive learning and 
prototype to support their understanding of the subject 
matter and practice in their field of study. In the design 
phase, procedural steps define the requirements of learn-
ing application. The validity of the content comes from 
renowned instructional book references such as [1],[2]. 
Usability guidelines for designing and developing an in-
teractive learning application based on a mobile technolo-
gy environment were incorporated [6],[9],[10]. Design 
requirements of a usable application also include learning 
a technical subject based on small screen devices. Another 
important consideration is the usability of the learning 
application, as presented by [9], [10] and [11]. These 
design requirements were incorporated into the design and 
development of the mobile learning application for both 
mobile devices. 

 
Figure 1.  Intro page of the mobile application 

 
Figure 2.  Main content page of link state routing algorithms 

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IV. EXPERIMENTAL STUDY 
In this study, we conducted a user evaluation of the 

learning prototype with 30 participants with computer 
science backgrounds. Each of the participants was briefed 
to test the two different targeted mobile devices. A single 
task was planned to evaluate the impacts of different 
mobile devices on the level of user satisfaction of the 
prototype. We asked each participant to evaluate the pro-
totype’s performance on learning Dijkstra’s shortest path 
algorithm with their test performance. The participants 
were given 5 to 10 minutes to work with the prototype 
before evaluating the prototype and taking the test. Subse-
quently, each of the participants was asked to perform a 
single task on another mobile device. The order of the test 
instruments (Apple iPhone 4 and Acer Inconia Tab) were 
randomly chosen to avoid bias in the experimental design. 

After finishing the task on each mobile device, the par-
ticipants were asked to complete a usability questionnaire 
to evaluate the level of user satisfaction with the mobile-
based prototype for each mobile device. This question-
naire was based on the QUIS (Questionnaire for User 
Interaction Satisfaction) (Chin, 1998). The questionnaire 
consists of a set of validated questions to evaluate the 
level of each student’s satisfaction with the mobile learn-
ing prototype. The data collected from the usability (user 
satisfaction) questionnaire were defined, based on 
usability and user satisfaction metrics. The questionnaire 
consists of 5 metrics, which include ‘overall reaction to 
the prototype’, ‘screen’, ‘terminology and system infor-
mation’, ‘learning’ and system capabilities’. The students 
need to rate each question on a 7-point semantic differen-
tial scale. There is also another option (NA= not applica-
ble) for those who believe the question is not relevant to 
the prototype. Half of the participants tested the prototype 
on the Apple iPhone 4 as the first device, and second half 
started the testing with the tablet device (Acer Inonia Tab) 
to ensure a high level of accuracy and avoid bias of the 

test results. After each session, the data were analyzed to 
extract appropriate information. To analyze the results, we 
used the SPSS 16 statistical analysis software to run the 
analysis. Paired-Samples T-Test was used to analyze the 
test and QUIS questionnaire results. 

V. RESULTS 
The data gathered through QUIS questionnaires which 

were completed at the end of each testing session are 
summarized and shown in Table I. User satisfaction with 
both mobile devices (Acer Inconia Tab and Apple iPhone 
4) was measured on a 7-point Semantic Differential Scale. 
Each mobile device with the two different interface de-
signs was classified by the users according to 5 different 
categories as mentioned below (see Table 1). 

As mentioned previously, a Paired-Sample T-Test was 
used to analyze the data gathered from the QUIS ques-
tionnaire in terms of user satisfaction, (see Table I). Table 
II provides the usability items which show significant 
differences between both Acer Inconia Tab and Apple 
iPhone 4 mobile devices. 

As shown in Table I and Table II, the tablet PC and 
mobile Phone have no significant differences in terms of 
“simple and natural sentences” and “tasks can be per-
formed in a straight-forward manner”. Both have an aver-
age mean (5.93 and 5.87), mean difference (0.000 and 
0.000), T-value (0.000 and 0.000) and P-value (1.000 and 
1.000). Furthermore, the Mobile phone (Apple iPhone 4) 
scores better in terms of “efficiency” and “showing the 
mistakes” on the basis of user satisfaction. In other words, 
except for the questionnaire’s 4 usability items which are 
addressed above, the tablet PC achieves overall better 
scores compared to the mobile phone (Apple iPhone 4), 
based on the QUIS results. 

 

 

TABLE I.   
PARTICIPANT SATISFACTION RATING FOR MOBILE DEVICES 

Question Mobile devices N Mean Std. Deviation t P value Mean difference 
Category: Overall Reaction 

Terrible-Wonderful 
Acer Inconia Tab 30 5.97 0.809 

4.558 **0.000 0.800 
Apple iPhone 4 30 5.17 1.020 

Difficult-Easy 
Acer Inconia Tab 30 6.30 0.794 

2.878 **0.007 0.667 
Apple iPhone 4 30 5.63 1.159 

Frustrating-Satisfying 
Acer Inconia Tab 30 6.13 0.900 

4.136 **0.000 1.067 
Apple iPhone 4 30 5.07 1.437 

Rigid-Flexible 
Acer Inconia Tab 30 5.73 1.202 

1.838 0.076 0.400 
Apple iPhone 4 30 5.33 1.213 

Dull-Stimulating 
Acer Inconia Tab 30 5.53 1.592 

0.226 0.823 0.033 
Apple iPhone 4 30 5.50 1.503 

Unfriendly-Friendly 
Acer Inconia Tab 30 5.93 1.530 

1.884 0.070 0.367 
Apple iPhone 4 30 5.57 1.501 

Ineffective-Effective 
Acer Inconia Tab 30 6.00 0.910 

2.763 **0.010 0.333 
Apple iPhone 4 30 5.67 0.959 

Inefficient-efficient 
Acer Inconia Tab 30 5.97 0.718 

-0.843 0.406 -1.700 
Apple iPhone 4 30 7.67 10.864 

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Category: Screen 

On screen information 
Confusing-Very clear 

Acer Inconia Tab 30 6.20 0.961 
2.765 **0.010 0.433 

Apple iPhone 4 30 5.77 0.971 

Interaction 
Difficult-Easy 

Acer Inconia Tab 30 6.20 0.761 
3.593 **0.001 0.967 

Apple iPhone 4 30 5.23 1.406 

Sequence of Screen 
Difficult-Easy 

Acer Inconia Tab 30 6.10 0.995 
1.439 0.161 0.267 

Apple iPhone 4 30 5.83 1.053 

Reading Items 
Difficult-Easy 

Acer Inconia Tab 30 6.33 0.802 
4.227 **0.000 1.300 

Apple iPhone 4 30 5.03 1.497 

Easy to Find Learning Steps 
Difficult-Easy 

Acer Inconia Tab 30 6.17 0.791 
1.409 0.169 0.333 

Apple iPhone 4 30 5.83 1.177 

Multimedia Elements 
Useless-Useful 

Acer Inconia Tab 30 5.80 0.887 
1.361 0.184 0.200 

Apple iPhone 4 30 5.60 1.037 

Navigate Among the Screen 
Difficult-easy 

Acer Inconia Tab 30 6.30 0.750 
2.670 **0.012 0.633 

Apple iPhone 4 30 5.67 1.241 
Category: Terminology & System Feedback 

Simple and Natural Sentences 
Never-Always 

Acer Inconia Tab 30 5.93 0.828 
0.000 1.000 0.000 

Apple iPhone 4 30 5.93 0.907 

Error Messages 
Unhelpful-Helpful 

Acer Inconia Tab 30 6.07 1.437 
0.619 0.541 0.100 

Apple iPhone 4 30 5.97 1.299 

Prompt Messages 
Confusing-Clear 

Acer Inconia Tab 30 6.10 0.885 
2.276 **0.030 0.333 

Apple iPhone 4 30 5.77 1.223 

Message Positions 
Inconsistent-Consistent 

Acer Inconia Tab 30 6.33 0.711 
1.278 0.211 0.133 

Apple iPhone 4 30 6.20 0.761 

Related Terms to the Task 
Never-Always 

Acer Inconia Tab 30 6.17 0.747 
0.902 0.375 0.100 

Apple iPhone 4 30 6.07 0.868 

Informs About Work Progress 
Never-Always 

Acer Inconia Tab 30 6.27 0.691 
1.606 0.119 0.433 

Apple iPhone 4 30 5.83 1.440 
Category: Learning 

Learning Method 
Helpful-Unhelpful 

Acer Inconia Tab 30 6.13 0.819 
0.297 0.769 0.033 

Apple iPhone 4 30 6.10 0.845 

Help Messages 
Helpful-Unhelpful 

Acer Inconia Tab 30 5.90 1.373 
1.355 0.186 0.333 

Apple iPhone 4 30 5.57 1.851 
Tasks Can be Performed in 
Straight-Forward Manner 
Never-Always 

Acer Inconia Tab 30 5.87 1.332 
0.000 1.000 0.000 

Apple iPhone 4 30 5.87 1.432 

Remembering Commands 
Difficult-Easy 

Acer Inconia Tab 30 6.17 0.834 
1.409 0.169 0.167 

Apple iPhone 4 30 6.00 0.910 

Learning to Operate the System 
Difficult-Easy 

Acer Inconia Tab 30 6.40 0.770 
2.449 **0.021 0.400 

Apple iPhone 4 30 6.00 1.083 

Information Delivery Method 
Helpful-Unhelpful 

Acer Inconia Tab 30 6.17 0.699 
1.720 0.096 0.333 

Apple iPhone 4 30 5.93 0.828 
Category: Application capabilities 

System Speed 
Too Slow-Fast Enough 

Acer Inconia Tab 30 6.33 0.802 
1.795 0.083 0.300 

Apple iPhone 4 30 6.03 1.033 

System Reliability 
Unreliable-Reliable 

Acer Inconia Tab 30 5.93 1.741 
2.757 **0.010 0.300 

Apple iPhone 4 30 5.63 1.712 

Showing Your Mistakes 
Never-Always 

Acer Inconia Tab 30 5.93 1.780 
-0.126 0.901 -0.033 

Apple iPhone 4 30 5.97 1.450 
Experienced and Inexperienced 
Users’ Consideration  
Never-Always 

Acer Inconia Tab 30 5.57 1.695 
0.239 0.813 0.033 

Apple iPhone 4 30 5.53 1.756 

** P<0.05 
 
 
 

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TABLE II.   
RESULTS OF USERS’ SATISFACTION TOWARDS THE TWO MOBILE SCREEN INTERFACES 

Terms Results in Pair Sample T-Test (Note: Acer Inconia Tab=Table PC; Apple iPhone4=mobile phone) 

Terrible-Wonderful Significant difference for Tablet PC (M=5.97, SD=0.809) and mobile phone (M=5.17, SD=1.020) condi-tions, t(29)=4.558, **P value=0.000. 

Difficult-Easy Significant difference for Tablet PC (M=6.30, SD=0.794) and mobile phone (M=5.63, SD=1.159) condi-tions, t(29)=2.878, **P value= 0.007. 

Frustrating-Satisfying Significant difference for Tablet PC (M=6.13, SD=0.900) and mobile phone (M=5.07, SD=1.437) condi-tions, t(29)=4.136, **P value= 0.000. 

Ineffective-Effective Significant difference for Tablet PC (M=6.00, SD=0.910) and mobile phone (M=5.67, SD=0.959) condi-tions, t(29)=2.763, **P value= 0.010. 

Inefficient-Efficient 
NO significant difference for the two mobile devices, t(29)=-0.843, P value=0.406. The mobile phone is 
more efficient than the Tablet PC. 

On Screen Information Significant difference for Tablet PC (M=6.20, SD=0.961) and mobile phone (M=5.77, SD=0.971) condi-tions, t(29)=2.765, **P value=0.010. 

Interaction Significant difference for Tablet PC (M=6.20, SD=0.761) and mobile phone (M=5.23, SD=1.406) condi-
tions, t(29)=3.593, **P value=0.001. 

Reading Items Significant difference for Tablet PC (M=6.33, SD=0.802) and mobile phone (M=5.03, SD=1.497) condi-tions, t(29)=4.227, **P value=0.000. 

Navigate Among the Screen Significant difference for Tablet PC (M=6.30, SD=0.750) and mobile phone (M=5.67, SD=1.241) condi-
tions, t(29)=2.670, **P value=0.012. 

Simple and Natural Sentences NO difference for both mobile devices, t(29)=0.000, P value=1.000. In this condition, both devices are equal. 

Prompt Messages Significant difference for Tablet PC (M=6.10, SD=0.885) and mobile phone (M=5.77, SD=1.223) condi-tions, t(29)=2.276, **P value=0.030. 
Tasks Can be Performed in Straight-
Forward Manner 

NO difference for both mobile devices, t(29)=0.000, P value=1.000. In this condition, both devices are 
equal. 

Learning to Operate the System Significant difference for Tablet PC (M=6.40, SD=0.770) and mobile phone (M=6.00, SD=1.083) condi-tions, t(29)=2.449, **P value=0.021. 

System Reliability 
Significant difference for Tablet PC (M=5.93, SD=1.741) and mobile phone (M=5.63, SD=1.712) condi-
tions, t(29)=2.757, **P value=0.010. 

Showing Your Mistakes NO significant difference for both mobile devices, t(29)=-0.126, P value=0.901. The mobile phone is more efficient than the Tablet PC. 
** P<0.05, df=29 

VI. DISCUSSION 
This study focuses on students’ usability satisfaction for 

mobile-based learning prototype based on the impacts of 
two different mobile devices for learning a technical sub-
ject called Dijkstra’s shortest path algorithm. With this 
goal in mind, we investigated and compared the impacts 
of these two mobile devices on the level of user satisfac-
tion employing the QUIS usability questionnaire to com-
pare tablet PCs (Acer Inconia Tab) with mobile phones 
(Apple iPhone 4).  

All users worked with the same mobile-based learning 
prototype and performed the same task each learning and 
testing session. In general, the Acer Inconia Tab with its 
bigger screen size, faster reaction, and better clarity of the 
contexts gained higher scores as compared to Apple iPh-
one 4 mobile phone in terms of ‘overall reaction to the 
application’, ‘screen’, ‘terminology and system feedback’, 
‘learning and application capabilities’. This falls within 
our expectations as tablet PCs generally have a larger 
screen display (1280 x 800 pixels) than mobile phones 
(640 x 960 pixels) that triggers a better system reaction 
and performance for users interacting with the tasks at 
hand.    

This study examined user satisfaction with both mobile 
devices for learning a technical subject. Results show that 
the Acer Inconia Tab and Apple iPhone 4 share the same 
score in terms of “simple and natural sentences” and 
“task can be performed in a straight-forward manner”. 

However, it is interesting to learn that the Apple iPhone 4 
gained better satisfactory scores in terms of “efficiency” 
and “showing the mistakes” on the basis of user satisfac-
tion questionnaire. The feedback gathered indicates that 
the Apple iPhone 4 could be more portable, attractive and 
responsive in showing errors. Apart from the above men-
tioned 4 items, the Acer Inconia Tab generally scored 
better for overall items as compared to Apple iPhone 4.   

Based on the finding of this research study, we recom-
mend “if a learning application is to be developed based 
on mobile phones, there are some factors that should be 
considered by the designers and developers. Users must 
be able to change the screen size of the application. The 
application should be able to tilt to a landscape size by the 
users”.  

The small size of the buttons and texts, the lack of 
sound effects and landscaping ability of the prototype, and 
the changing size of the screen are the main reasons the 
learning prototype was not preferred, and users were not 
satisfied with the prototype when presented through the 
mobile phone.  

VII. CONCLUSION 
The goal of this research was to investigate and com-

pare the impacts of different mobile devices on user satis-
faction among computer science students learning Dijkes-
tra’s shortest path algorithm. We noticed that the Acer 
Inconia Tab, representative of the tablet PC family, is 

iJIM ‒ Volume 8, Issue 4, 2014 29



PAPER 
IMPACTS OF DIFFERENT MOBILE USER INTERFACES ON STUDENT SATISFACTION FOR LEARNING DIJKSTRA’S SHORTEST… 

 

found to be more useful in learning Dijkestra’s shortest 
path algorithm than the Apple iPhone 4, an example of the 
touch-based mobile phone family. Users were more satis-
fied using the tablet device than a mobile phone because 
of the tablets’ larger screen size and the better clarity of 
information presented. Significantly, however, partici-
pants perceived that the mobile phone was more efficient 
as the results of QUIS questionnaire show that the effi-
ciency of the mobile phone was greater than that of the 
tablet PC. 

Generally, the two mobile devices were presented as a 
testing tool for computer science students to learn a tech-
nical subject and measure their usability level and impacts 
on user satisfaction scores. Therefore, it is important to 
investigate the level of user satisfaction of the two mobile 
devices based on different sizes of screen interface. Apart 
from this, interactivity, multimedia elements and usable 
system feedback are three factors that improve user satis-
faction results and make better engage students to interact 
with the application. Consequently, it is important the 
content shown on the tablet PCs with bigger screen size to 
be interactive and simple to provide users greater control 
of the application to stimulate their learning process. 

In conclusion, future research is essential to investigate 
the impacts of small screen interfaces on user satisfaction. 
The first of this study’s 3 groups learned a specific tech-
nical subject in a face-to-face classroom, the second group 
of students learns the subject using tablet PCs and the 
third group of students learned the subject with a combi-
nation of face-to-face classrooms and tablet PCs. Future 
study will include performing a single test and evaluate 
each group of students to figure out which approach or 
technology has the greatest user satisfaction. Future re-
search will also include an Internet-based mobile learning 
application to provide a more robust interaction between 
lecturers and students that better communicates students 
with fewer time and location constraints. 

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AUTHORS 
Mazyar Seraj is with Limkokwing University of Crea-

tive Technology, Malaysia. 
Chui Yin Wong is with Multimedia University Malay-

sia. 
Submitted 11 May 2014. Published as resubmitted by the authors 14 

October 2014. 
 

30 http://www.i-jim.org


	iJIM – Vol. 8, No. 4, 2014
	Impacts of Different Mobile User Interfaces on Student Satisfaction for Learning Dijkstra’s Shortest Path Algorithm
	Evaluation of Augmented Reality Frameworks for Android Development