S.J. Westerman, N.M. Shryane, C.M. Crawshaw, G.R.J. Hockey and C.W. Wyatt‐Millington
A work sample was used as part of a human factors investigation into the reliability of a safety‐critical programming task. The use of this technique provided important insight…
Abstract
A work sample was used as part of a human factors investigation into the reliability of a safety‐critical programming task. The use of this technique provided important insight into three areas. First, a number of different metrics, based on error rates, were considered for the purpose of identifying those parts of the task on which human factors intervention would have the greatest impact. Second, several common mode errors were identified. Third, individual differences in performance were examined, with the personality traits of introversion and stability found to be associated with less error‐prone performance.
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Loukas N. Anninos, Alexandra Paraskevi Chytiri and Leonidas Chytiris
The purpose of this paper is twofold: first, to examine the level of narcissism and its individual traits in students who study business, in the particular context of a regional…
Abstract
Purpose
The purpose of this paper is twofold: first, to examine the level of narcissism and its individual traits in students who study business, in the particular context of a regional country such as Greece; and, second, to test how several demographic variables are related to narcissism levels.
Design/methodology/approach
The study consists of a theoretical part on narcissism in business education and an empirical part that was based on a survey conducted with the use of a questionnaire. The analysis includes hypothesis testing and basic statistical tests.
Findings
Findings suggest that sex, study levels, years of business experience and (personal/family) income do impact specific narcissistic dimensions, which may be a cause for concern both for employers and higher education providers.
Research limitations/implications
The study was conducted in a regional country, the participants were students of public higher education institutions only and the questionnaire was self-reported, which could lead to likely social desirability effects.
Practical implications
The investigation of narcissism in the Greek business education might be of interest to business education providers (for providing curriculum that help future managers/leaders to deploy the positive characteristics of narcissism and avoid or not to develop the negative ones) and to future employers to apply more effective human resource practices, i.e. selection, training, rewarding.
Originality/value
The study at hand aimed to investigate the presence of narcissism and its individual (narcissistic) behavioral dimensions in students studying business in Greece.
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The purpose of this paper is to explore children’s spatial cognitive abilities as they engaged in information-seeking behaviors on two-dimensional (2D) and three-dimensional (3D…
Abstract
Purpose
The purpose of this paper is to explore children’s spatial cognitive abilities as they engaged in information-seeking behaviors on two-dimensional (2D) and three-dimensional (3D) digital interfaces.
Design/methodology/approach
Children between the ages of seven and 11 were observed as they browsed either a 2D or 3D navigation interface for a children’s digital library. Data regarding their use of the overview function and depth cues were analyzed to reveal the relationships between search performance efficiency, precision, and effectiveness and the associative memory, visualization memory, and spatial visualization abilities of the user.
Findings
Children spent less time using the 2D interface when compared to time spent using the 3D interface. Children exhibited better performance precision when using the 3D interface. Children applied exhaustive strategies and more varied cognitive skills across different tasks when using the 2D interface, and applied a more focussed approach when using the 3D interface.
Originality/value
The cognitive abilities of children are not yet fully developed, so they require a unique user interface when browsing digital libraries. This study served the practical purpose of developing a game-like user interface for ease of use. Providing an effective overview function allows young users with less developed cognitive abilities to navigate informational cues. They can then build an effective mind map and implement efficient way-finding strategies.