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1 – 7 of 7Theo Held, Patrick Fischer and Martin Schrepp
This paper aims to introduce and demonstrate a method that supports design decisions in an easy and practicable way.
Abstract
Purpose
This paper aims to introduce and demonstrate a method that supports design decisions in an easy and practicable way.
Design/methodology/approach
Complete paired comparison is a well‐established scaling method for ratio‐scaling sets of stimuli. This method is well‐proven for scaling variants of user interface designs. The paper demonstrates how the method can be applied to input forms, for example search masks of a library catalogue.
Findings
The investigation shows that paired comparison is well applicable for interfaces used in library systems and results are presented of the comparison that are relevant for the design of catalogue searches. Major aspects are influences of visual design, vertical alignment of (search‐) fields, and vertical spacing of form elements.
Originality/value
Since the method can be used without much (technical) effort, a theoretically quite complex approach can be used also by persons not familiar with psychometric scaling techniques.
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Amarpreet Singh Gill, Derek Irwin, Pinzhuang Long, Linjing Sun, Dave Towey, Wanling Yu, Yanhui Zhang and Yaxin Zheng
This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and…
Abstract
Purpose
This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and Assembly (DfMA) that was developed using the approaches of microlearning and digital game-based learning (DGBL).
Design/methodology/approach
Structured as design-based research, the study reports on developing innovative educational interventions and provides an empirical investigation of their effectiveness. Data were collected using a mixed methods approach, using pre- and post-tests and questionnaires, together with researcher observations and participant interviews.
Findings
Through two rounds of playtests, the game positively affected intrinsic motivation and encouraged higher-order cognitive learning, critical thinking, communication and collaboration. Collaborative learning plays a significant role, DGBL is preferred over traditional methods and microlearning reduces information density and cognitive overload.
Originality/value
The study contributes to our understanding of digital game-based interventions on students’ intrinsic motivation and provides insights into effective ways to design instructional materials in similar teaching and learning settings.
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Javier De Andrés, Beatriz Pariente, Martin Gonzalez-Rodriguez and Daniel Fernandez Lanvin
The purpose of this paper is to identify demographic differences based on how users interact with web applications. The research is needed to develop future systems able to adapt…
Abstract
Purpose
The purpose of this paper is to identify demographic differences based on how users interact with web applications. The research is needed to develop future systems able to adapt the representation of online information to the user’s specific needs and preferences improving its usability. The following question guides this quest: is there a direct relationship between age and/or gender and interaction?
Design/methodology/approach
GOMS (goals, operators, methods, and selection rules) analysis was used to reduce complex interaction tasks into basic operators like pointing, dragging, typing, etc. An experiment was designed to analyse the user performance in the use of these operators through five complex tasks: point-and-click, drag-and-drop, text selection, text edition and menu selection. The sample comprises 592 individuals which took part in the experiment. The performance was analysed using multivariate regression analysis. User laterality and the the user experience were used as control variables.
Findings
The factors studied are significant enough to support user classification. The analysis evidenced that men performed significantly better than women when executing interaction pointing and dragging GOMS’s operators, but no significant differences arose with regard to the performance in the typing operators. Older users performed worse in all the interaction tasks. No significant performance differences were detected between left and right-handed users.
Research limitations/implications
The study pretends to lay the ground for developing artificial intelligence-based classification systems (e.g. neural networks, decision trees, etc.) able to detect significant differences in user performance, classifying users according to their age, gender and laterality.
Practical implications
This user profiling would drive the organisation, selection and representation of the online information according to the specific preferences and needs of each user. This would allow the design of new personalisation algorithms able to perform dynamic adaptation of user interfaces in order to improve the usability of online information systems.
Originality/value
This work extends previous research on user performance under a new approach and improved accuracy. First, it relies on the combined and simultaneous analysis of ageing and gender and the use of user laterality and experience as control variables. Second, the use of the GOMS analysis allowed the design of tests that closely resemble the user interaction in online information systems. Third, the size of the sample used in this analysis is much bigger than those used in previous works, allowing a more thorough data analysis which includes the estimation of an advanced model which is quantile regression.
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Studies on total quality management (TQM) implementation among construction enterprises in Nigeria have used few TQM constructs and variables and yielded fragmented results. This…
Abstract
Purpose
Studies on total quality management (TQM) implementation among construction enterprises in Nigeria have used few TQM constructs and variables and yielded fragmented results. This study adopts comprehensive TQM constructs and variables for comparison with the previous studies to establish the critical variables for effective TQM practices in Nigeria.
Design/methodology/approach
Data collection from a stratified sample of Nigerian construction practitioners with practical or theoretical knowledge of TQM, using web-based questionnaires consisting of twelve validated TQM implementation constructs and 65 variables. 72 home and overseas practicing professionals participated (21% response rate) using nonprobability sampling techniques. Following acceptable Cronbach's alpha reliability values equal to 0.7, the author/s rank-ordered the twelve TQM constructs and 65 TQM variables. Then, they computed the z-scores and the percentiles to identify the TQM critical variables – 75th percentiles and above, contrasted with the threshold normalized values equal to 0.5. Furthermore, Pareto analysis determined the 20% “vital many” responsible for 80% of the problem.
Findings
Customer focus, top management commitment and supplier quality management were the top-25% constructs, while employee involvement, statistical process control and design quality management were the bottom-25% constructs. Thirteen TQM critical variables emerged from the top-25% constructs.
Practical implications
Top management to involve employees to be customer-focused and driven toward suppliers' quality management system. Priority should be given to implementing the critical variables advanced in this study.
Originality/value
This study juxtaposes the results of similar studies for consistency to advance the critical success factors.
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Chola Chhetri and Vivian Genaro Motti
Past research shows that users of smart home devices (SHDs) have privacy concerns. These concerns have been validated from technical research that shows SHDs introduce a lot of…
Abstract
Purpose
Past research shows that users of smart home devices (SHDs) have privacy concerns. These concerns have been validated from technical research that shows SHDs introduce a lot of privacy risks. However, there is limited research in addressing these concerns and risks. This paper aims to bridge this gap by informing the design of data-related privacy controls for SHDs.
Design/methodology/approach
In this paper, the authors follow a user-centered design approach to design data-related privacy controls from design requirements backed by literature. The authors test the design for usability and perceived information control using psychometrically validated scales. For this purpose, two variations of the prototype (MyCam1 with a listing of data-related privacy controls and MyCam2 with three privacy presets) were created and tested them in a between-subjects experimental setting. Study participants (n = 207) were recruited via Mechanical Turk and asked to use the prototype app. An online survey was distributed to the participants to measure some usability and privacy-related constructs.
Findings
Findings show that the presented prototype designs were usable and met the privacy control needs of users. The prototype design with privacy presets (MyCam2) was found to be significantly more usable than the list of privacy controls (MyCam1).
Originality
The findings of this paper are original and build on the paper presented at the International Symposium on Human Aspects of Information Security and Assurance (HAISA 2022). This paper contributes improved and usable designs of privacy controls for smart home applications.
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Manjira Sinha and Tirthankar Dasgupta
The Web has become an indispensable medium used by people across the world for education, information, entertainment, social interaction as well as for various daily activities…
Abstract
Purpose
The Web has become an indispensable medium used by people across the world for education, information, entertainment, social interaction as well as for various daily activities involving shopping and employment-related tasks. It is therefore becoming increasingly essential that the Web must be accessible to all people to provide equal access and equal opportunity. This is specifically more important for people with various kind of disabilities. Several initiatives such as development of Web accessibility guidelines, tools and technologies have been undertaken to make the Web usable for people with different disabilities. However, only a handful of them are aimed at people with Severe Speech and Motor Impairment (SSMI). This paper aims to present a Web browsing interface for people with severe speech and motor impairment.
Design/methodology/approach
The browser allows easy dissemination of information through World Wide Web for people with SSMI. The browser is augmented with both automatic as well as manual scanning mechanisms through which a motor disorder person can access the browser graphical user interface (GUI). Further, the browser provides an intelligent content scanning mechanism through which the Web contents can be accessed with less time and cognitive effort. Along with the desktop version, WebSanyog is successfully ported on Android-based tablets to make the system portable.
Findings
The system has been exhaustively field tested by people with SSMI. The browser has been deployed at the Indian Institute of Cerebral Palsy (IICP), Kolkata. The performance of the browser has been measured in terms of three parameters: The Task execution time (TET); Error rates analysis (ER); and Overall usability score by the subject. The evaluation results suggests that the proposed Web browsing interface is effective in terms of task execution time, cognitive effort and overall user satisfaction.
Originality/value
The browser GUI is integrated with an automatic scanning mechanism as an alternate way to access and navigate through Web pages, instead of using keyboard and mouse. The browser provides novel content access mechanisms that makes navigating through Web page contents like links, images and embedded videos easier and faster. To facilitate text entry, the browser provides two different options, namely, the predictive virtual scanning keyboard and a novel icon-based query entry scheme that allows generating search queries through the selection of multiple icons.
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Muhammad Ashfaq, Qingyu Zhang, Abaid Ullah Zafar, Mehwish Malik and Abdul Waheed
Technology has emerged as a leading tool to address concerns regarding climate change in the recent era. As a result, the green mobile application – Ant Forest – was developed…
Abstract
Purpose
Technology has emerged as a leading tool to address concerns regarding climate change in the recent era. As a result, the green mobile application – Ant Forest – was developed, and it has considerable potential to reduce negative environmental impacts by encouraging its users to become involved in eco-friendly activities. Ant Forest is a novel unexplored green mobile gaming phenomenon. To address this gap, this study explores the influence of user experience (cognitive experience and affective experience), personal attributes (affection and altruism) and motivational factors in game play (reward for activities and self-promotion) on the continuation intention toward Ant Forest.
Design/methodology/approach
The authors assessed the data using partial least squares structural equation modeling (PLS-SEM) for understanding users' continuation intention toward Ant Forest.
Findings
Through a survey of 337 Ant Forest users, the results reveal that cognitive and affective experiences substantially affect Ant Forest continuation intention. Personal attributes and motivational factors also stimulate users to continue using Ant Forest.
Originality/value
The authors build and confirm a conceptual framework to understand users' continuation intention toward a novel unexplored Ant Forest phenomenon.
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