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Theodosios Sapounidis, Ioannis Stamelos and Stavros Demetriadis
This chapter examines the existing work on tangible user interfaces (TUIs) and focuses on tangible programming with the scope to enlighten the opportunities for innovation and…
Abstract
Purpose
This chapter examines the existing work on tangible user interfaces (TUIs) and focuses on tangible programming with the scope to enlighten the opportunities for innovation and entrepreneurship in this particular domain.
Methodology/approach
In the first section, we start by presenting in short the history of TUIs and then focus on tangible programming presenting the different design approaches. Then we present the opportunities for innovation and guidelines for future products.
In the second section, we review the entrepreneurial activities that combine educational toys and TUIs.
Findings
The main finding of this chapter is that although TUI design and research are still in its infancy and more design guidelines and research are required to further bridge the digital and the physical world, the first signs of entrepreneurship promise a bright future.
Research limitations
Limitations arise from the fact that many companies keep many of their financial data confidential. Thus, it was impossible to include and validate all the information that we intended to present.
Practical implications
Initially, this chapter motivates and challenges scientist to find novel innovative solutions in the field. Then, reveals the entrepreneurial opportunities and potential customers. Finally, shows the funding sources and how tangible products are offered in the market.
Social implications
We propose a new kind of toys that might alter and expand science, technology, engineering, and mathematics (STEM) in education.
Originality/value
This chapter appears to be unique in the sense that is the first that reports simultaneously on TUIs, entrepreneurship, and innovation.
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Keywords
Rather than organize as traditional firms, many of today’s companies organize as platforms that sit at the nexus of multiple exchange and production relationships. This chapter…
Abstract
Rather than organize as traditional firms, many of today’s companies organize as platforms that sit at the nexus of multiple exchange and production relationships. This chapter considers a most basic question of organization in platform contexts: the choice of boundaries. Herein, I investigate how classical economic theories of firm boundaries apply to platform-based organization and empirically study how executives made boundary choices in response to changing market and technical challenges in the early mobile computing industry (the predecessor to today’s smartphones). Rather than a strict or unavoidable tradeoff between “openness-versus-control,” most successful platform owners chose their boundaries in a way to simultaneously open-up to outside developers while maintaining coordination across the entire system.
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This study investigated the design of three online public library catalogs in light of the cognitive ability and success of children ages five to eight.
Abstract
Purpose
This study investigated the design of three online public library catalogs in light of the cognitive ability and success of children ages five to eight.
Methodology/approach
A quasi-experimental approach was employed to examine the influence of system design on children’s searching strategies and search success. Interviews were used to explore children’s rationale for using icons and taxonomies in the catalogs. Fifty one children from one public library participated in this study. Inferential statistics were utilized to whether significant differences existed between use of the catalogs and the children’s success in finding information.
Results
Use of images and text were helpful in searching the catalogs. Results of the ANOVA test indicated no significant difference among children’s searching success rates and the three catalogs. Additionally, the participants misidentified representations used in icons in all three catalogs and created valid search paths that did not produce results. There was a disconnect between the children’s cognitive abilities and the design representations of the three catalogs.
Limitations
The study took place in one location, thus one should not overgeneralize the findings. Use of assigned tasks may have affected children’s success rates. Children’s searching using printed cards of display screens from the three catalogs instead of real-time interaction with them is also a limitation.
Practical implications
Because of the children’s reliance on images, the choice of visual representations is crucial to successful searching. Interface designers should involve young users in the design of today’s online catalogs. They should also consider new forms of representations such as auditory icons, verbal mouse overs, and zooms.
Originality/value
In addition to addressing the need for research on young children’s information seeking and use of online catalogs in public libraries, this research focuses on the need for an additional layer of visual representation and highlights flaws in currently used catalog designs.
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Barbara A. Norgard, Michael G. Berger and Christian Plaunt
Mike Barnes, John Warner, David Hillis, Liana Suantak, Jerzy Rozenblit and Patricia McDermott
This chapter addresses adaptation to dynamic, novel and uncertain military environments. These environments require a shift from a maneuver warfare paradigm to an asymmetric world…
Abstract
This chapter addresses adaptation to dynamic, novel and uncertain military environments. These environments require a shift from a maneuver warfare paradigm to an asymmetric world where shifting alliances, questionable civilian loyalties, opaque cultures, and the requirement to maintain peace one day and combat the next makes for a particularly confusing situation. This new warfare paradigm requires adaptation to an uncertain, complex environment.
The initial section discusses a general cognitive model of visualization called RAVENS and its importance for adaptation developed specifically to address complex military environments. RAVENS posits that humans are inherently flexible decision makers and situation awareness depends on the ability of humans to create narrative visualizations that capture the overall context of complex military environments. Using the framework as a guideline, we will examine two important visualization research programs whose purpose is to allow military operators to rapidly adapt to volatile situations. The first program investigates cognitive effects such as the framing bias and their possible interactions with a variety of display concepts during a series of missile defense simulations. The experimenters presented risk as a spatial representation of uncertainty and target value that emphasized either expected population lost or expected population saved. The second program investigated the feasibility of using visualizations generated from Scheherazade (a coevolutionary algorithm) to aid MI analysts in predicting emergent tactics of terrorist groups during urban operations. Finally, we discuss the value of these approaches for providing coherent narrative understanding as called for in the RAVENS model.