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1 – 10 of 242Kimmo Kettunen, Heikki Keskustalo, Sanna Kumpulainen, Tuula Pääkkönen and Juha Rautiainen
This study aims to identify user perception of different qualities of optical character recognition (OCR) in texts. The purpose of this paper is to study the effect of different…
Abstract
Purpose
This study aims to identify user perception of different qualities of optical character recognition (OCR) in texts. The purpose of this paper is to study the effect of different quality OCR on users' subjective perception through an interactive information retrieval task with a collection of one digitized historical Finnish newspaper.
Design/methodology/approach
This study is based on the simulated work task model used in interactive information retrieval. Thirty-two users made searches to an article collection of Finnish newspaper Uusi Suometar 1869–1918 which consists of ca. 1.45 million autosegmented articles. The article search database had two versions of each article with different quality OCR. Each user performed six pre-formulated and six self-formulated short queries and evaluated subjectively the top 10 results using a graded relevance scale of 0–3. Users were not informed about the OCR quality differences of the otherwise identical articles.
Findings
The main result of the study is that improved OCR quality affects subjective user perception of historical newspaper articles positively: higher relevance scores are given to better-quality texts.
Originality/value
To the best of the authors’ knowledge, this simulated interactive work task experiment is the first one showing empirically that users' subjective relevance assessments are affected by a change in the quality of an optically read text.
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Henrietta Jylhä and Juho Hamari
Customization by segmenting within human–computer interaction is an emerging phenomenon. Appealing graphical elements that cater to user needs are considered progressively…
Abstract
Purpose
Customization by segmenting within human–computer interaction is an emerging phenomenon. Appealing graphical elements that cater to user needs are considered progressively important, as the way a graphic is visually represented can greatly contribute to the interaction. However, aesthetic perceptions are subjective and may differ by target group. Understanding variations in user perceptions may aid in design processes; therefore, we set out to investigate the effects of demographic differences relating to perceptions of graphical user interface (GUI) element (i.e. game app icon) aesthetics.
Design/methodology/approach
The authors employed a vignette experiment with random participant (n = 513) assignment to evaluate 4 icons from a total of 68 pre-selected mobile game icons using semantic differential scales. This resulted in a total of 2052 individual icon evaluations. Regression analyses were performed with the effects of age, gender and time using graphical user interfaces (i.e. app stores) and the interactions of these variables relating to perceptions of GUI element aesthetics.
Findings
The results indicate that, overall, demographic factors have relatively little effect on how icons are perceived. Significant relations suggest that experienced users, younger audiences and women are more critical in their perception of aesthetic excellence, and that perceptions change for younger women. The implications of the findings are discussed via adaptive decision-making theory.
Originality/value
In the context of graphical user interface element aesthetics, demographic differences have received minimal attention as moderating variables regardless of their relevance in design and development. Hence, it merits further research.
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Koraljka Golub, Jenny Bergenmar and Siska Humlesjö
The purpose of this study is to investigate the needs of potential end-users of a database dedicated to Swedish lesbian, gay, bisexual, transgender, queer, and intersex (LGBTQI…
Abstract
Purpose
The purpose of this study is to investigate the needs of potential end-users of a database dedicated to Swedish lesbian, gay, bisexual, transgender, queer, and intersex (LGBTQI) literature (e.g. prose, poetry, drama, graphic novels/comics, and illustrated books), in order to inform the development of a database, search interface functionalities, and an LGBTQI thesaurus for fiction.
Design/methodology/approach
A web questionnaire was distributed in autumn 2021 to potential end-users. The questions covered people's reasons for reading LGBTQI fiction, ways of finding LGBTQI fiction, experience of searching for LGBTQI fiction, usual search elements applied, latest search for LGBTQI fiction, desired subjects to search for, and ideal search functionalities.
Findings
The 101 completed questionnaires showed that most respondents found relevant literature through social media or friends and that most obtained copies of literature from a library. Regarding desirable search functionalities, most respondents would like to see suggestions for related terms to support broader search results (i.e. higher recall). Many also wanted search support that would enable retrieving more specific results based on narrower terms when too many results are retrieved (i.e. higher precision). Over half would also appreciate the option to browse by hierarchically arranged subjects.
Originality/value
This study is the first to show how readers of LGBTQI fiction in Sweden search for and obtain relevant literature. The authors have identified end-user needs that can inform the development of a new database and a thesaurus dedicated to LGBTQI fiction.
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Koraljka Golub, Jenny Bergenmar and Siska Humelsjö
This article aims to help ensure high-quality subject access to Swedish lesbian, gay, bisexual, transgender, queer and intersexual (LGBTQI) fiction, and aims to identify…
Abstract
Purpose
This article aims to help ensure high-quality subject access to Swedish lesbian, gay, bisexual, transgender, queer and intersexual (LGBTQI) fiction, and aims to identify challenges that librarians consider important to address, on behalf of themselves and end users.
Design/methodology/approach
A web-based questionnaire comprising 35 closed and open questions, 22 of which were required, was sent via online channels in January 2022. By the survey closing date, 20 March 2022, 82 responses had been received. The study was intended to complement an earlier study targeting end users.
Findings
Both this study of librarians and the previous study of end users have painted a dismal image of online search services when it comes to searching for LGBTQI fiction. The need to consult different channels (e.g. social media, library catalogues and friends), the inability to search more specifically than for the broad LGBTQI category and suboptimal search interfaces were among the commonly reported issues. The results of these studies are used to inform the development of a dedicated Swedish LGBTQI fiction database with an online search interface.
Originality/value
The subject searching of fiction via online services is usually limited to genre with facets for time and place, while users are often seeking characteristics such as pacing, characterization, storyline, frame/setting, tone and language/style. LGBTQI fiction is even more challenging to search because indexing practices are not really being standardized or disseminated worldwide. This study helps address this important gap, in both research and practical applications.
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Koraljka Golub, Pawel Michal Ziolkowski and Goran Zlodi
The study aims to paint a representative picture of the current state of search interfaces of Swedish online museum collections, focussing on search functionalities with…
Abstract
Purpose
The study aims to paint a representative picture of the current state of search interfaces of Swedish online museum collections, focussing on search functionalities with particular reference to subject searching, as well as the use of controlled vocabularies, with the purpose of identifying which improvements of the search interfaces are needed to ensure high-quality information retrieval for the end user.
Design/methodology/approach
In the first step, a set of 21 search interface criteria was identified, based on related research and current standards in the domain of cultural heritage knowledge organization. Secondly, a complete set of Swedish museums that provide online access to their collections was identified, comprising nine cross-search services and 91 individual museums' websites. These 100 websites were each evaluated against the 21 criteria, between 1 July and 31 August 2020.
Findings
Although many standards and guidelines are in place to ensure quality-controlled subject indexing, which in turn support information retrieval of relevant resources (as individual or full search results), the study shows that they are not broadly implemented, resulting in information retrieval failures for the end user. The study also demonstrates a strong need for the implementation of controlled vocabularies in these museums.
Originality/value
This study is a rare piece of research which examines subject searching in online museums; the 21 search criteria and their use in the analysis of the complete set of online collections of a country represents a considerable and unique contribution to the fields of knowledge organization and information retrieval of cultural heritage. Its particular value lies in showing how the needs of end users, many of which are documented and reflected in international standards and guidelines, should be taken into account in designing search tools for these museums; especially so in subject searching, which is the most complex and yet the most common type of search. Much effort has been invested into digitizing cultural heritage collections, but access to them is hindered by poor search functionality. This study identifies which are the most important aspects to improve.
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Tra Huynh, Adrian Madsen, Sarah McKagan and Eleanor Sayre
Personas are lifelike characters that are driven by potential or real users’ personal goals and experiences when interacting with a product. Personas support user-centered design…
Abstract
Purpose
Personas are lifelike characters that are driven by potential or real users’ personal goals and experiences when interacting with a product. Personas support user-centered design by focusing on real users’ needs. However, the use of personas in educational research and design requires certain adjustments from its original use in human-computer interface design. This paper aims to propose a process of creating personas from phenomenographic studies, which helps us create data-grounded personas effectively.
Design/methodology/approach
Personas have features that can help address design problems in educational contexts. The authors compare the use of personas with other common methodologies in education research, including phenomenology and phenomenography. Then, this study presents a six-step process of building personas using phenomenographic study as follows: articulate a design problem, collect user data, assemble phenomenographic categories, build personas, check personas and solve the design problem using personas. The authors illustrate this process with two examples, including the redesign of a professional development website and an undergraduate research program design.
Findings
The authors find that personas are valuable tools for educational design websites and programs. Phenomenography can productively help educational designers and researchers build sets of personas following the process the authors propose.
Originality/value
The use and method of personas in educational contexts are scarce and vague. Using the example contexts, the authors provide educational designers and researchers a clear method of creating personas that are relatable and applicable for their design problems.
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Malathi Sivasankara Pillai and Kannan Balakrishnan
This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing…
Abstract
Purpose
This paper aims to prove the following hypothesis Problem Statement: HYPOTHESIS (1) User Experience collection of mobile applications can be done using the Crowdsourcing mechanism; (2) User Experience collection of mobile applications are influenced by the mindset of Crowdmembers, culture/ethnicity/social background, ease of interface use and rewards, among other factors.
Design/methodology/approach
The authors of this paper, did a literature review first to find if Crowdsourcing was applicable and a used method to solve problems in Software Engineering. This helped us to narrow down the application of Crowdsourcing to the Requirements Engineering-Usability (User Experience) collection. User experience collection of two Malayalam language-based mobile applications, AarogyaSetu and BevQ was done as the next step. Incorporating findings from Study I, another study using AarogyaSetu and Manglish was launched as Study II. The results from both cases were consolidated and analyzed. Significant concerns relating to expectations of Crowd members with User Experience collection were unraveled and the purpose of Study was accomplished.
Findings
(1) Crowdsourcing is and can be used in Software Engineering activities. (2) Crowd members have expectations (motivating factors) of User Interface and other elements that enable them to be an effective contributor. (3) An individual’s environment and mindset (character) are influential in him becoming a contributor in Crowdsourcing. (4) Culture and social practices of a region strongly affects the crowd-participating decision of an individual.
Originality/value
This is purely self-done work. The value of this research work is two-fold. Crowdsourcing is endorsed significant in Software Engineering tasks, especially in User Experience collection of mobile applications. Two, the Crowd service requesters can be careful about designing the questionnaire for Crowdsourcing. They have to be aware and prepared to meet the expectations of the Crowd. This can ensure the active participation of potential contributors. Future researchers can use the results of this work to base their research on similar purposes.
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Pantelis Chasapis, Sarandis Mitropoulos and Christos Douligeris
The continuous development of mobile platforms provides the opportunity to integrate and improve existing applications or to introduce new features to make life better. The…
Abstract
The continuous development of mobile platforms provides the opportunity to integrate and improve existing applications or to introduce new features to make life better. The purpose of this paper is to investigate the use of mobile platforms in civilization (museums) and present the design and the implementation of a mobile application that satisfies various design criteria. Through this application the visitor can navigate and tour virtually in the museum through a smartphone. In addition, features have been included in the application that make it easier for a user to visit the museum. First, we present the operating parameters and the aesthetic presentation of the application, which delimits usability and ease of access through the interfaces of a smartphone. Then we highlight the cloud features that were exploited in the application. Then, an extended evaluation of the mobile application is presented, that proves its high applicability and user acceptability.
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Guenter Muehlberger, Louise Seaward, Melissa Terras, Sofia Ares Oliveira, Vicente Bosch, Maximilian Bryan, Sebastian Colutto, Hervé Déjean, Markus Diem, Stefan Fiel, Basilis Gatos, Albert Greinoecker, Tobias Grüning, Guenter Hackl, Vili Haukkovaara, Gerhard Heyer, Lauri Hirvonen, Tobias Hodel, Matti Jokinen, Philip Kahle, Mario Kallio, Frederic Kaplan, Florian Kleber, Roger Labahn, Eva Maria Lang, Sören Laube, Gundram Leifert, Georgios Louloudis, Rory McNicholl, Jean-Luc Meunier, Johannes Michael, Elena Mühlbauer, Nathanael Philipp, Ioannis Pratikakis, Joan Puigcerver Pérez, Hannelore Putz, George Retsinas, Verónica Romero, Robert Sablatnig, Joan Andreu Sánchez, Philip Schofield, Giorgos Sfikas, Christian Sieber, Nikolaos Stamatopoulos, Tobias Strauß, Tamara Terbul, Alejandro Héctor Toselli, Berthold Ulreich, Mauricio Villegas, Enrique Vidal, Johanna Walcher, Max Weidemann, Herbert Wurster and Konstantinos Zagoris
An overview of the current use of handwritten text recognition (HTR) on archival manuscript material, as provided by the EU H2020 funded Transkribus platform. It explains HTR…
Abstract
Purpose
An overview of the current use of handwritten text recognition (HTR) on archival manuscript material, as provided by the EU H2020 funded Transkribus platform. It explains HTR, demonstrates Transkribus, gives examples of use cases, highlights the affect HTR may have on scholarship, and evidences this turning point of the advanced use of digitised heritage content. The paper aims to discuss these issues.
Design/methodology/approach
This paper adopts a case study approach, using the development and delivery of the one openly available HTR platform for manuscript material.
Findings
Transkribus has demonstrated that HTR is now a useable technology that can be employed in conjunction with mass digitisation to generate accurate transcripts of archival material. Use cases are demonstrated, and a cooperative model is suggested as a way to ensure sustainability and scaling of the platform. However, funding and resourcing issues are identified.
Research limitations/implications
The paper presents results from projects: further user studies could be undertaken involving interviews, surveys, etc.
Practical implications
Only HTR provided via Transkribus is covered: however, this is the only publicly available platform for HTR on individual collections of historical documents at time of writing and it represents the current state-of-the-art in this field.
Social implications
The increased access to information contained within historical texts has the potential to be transformational for both institutions and individuals.
Originality/value
This is the first published overview of how HTR is used by a wide archival studies community, reporting and showcasing current application of handwriting technology in the cultural heritage sector.
Details