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21 – 30 of over 8000
Article
Publication date: 30 March 2012

Edward Shih‐Tse Wang, Lily Shui‐Lien Chen and Bi‐Kun Tsai

Although the number of virtual communities has increased dramatically over the past few years, attracting and maintaining members remains the biggest challenge to establishing…

1474

Abstract

Purpose

Although the number of virtual communities has increased dramatically over the past few years, attracting and maintaining members remains the biggest challenge to establishing virtual social networks. This study seeks to integrate the roles of individual factors (issue involvement), social factors (social interaction), and system factors (system interactivity), and to explore how these factors contribute to member commitment in virtual communities.

Design/methodology/approach

A total of 402 undergraduate students, who are all current members of virtual communities, participated in this study. Data were analyzed using structural equation modeling (SEM).

Findings

The findings reveal that member commitment to communities was influenced more by their issue involvement compared to their perceived social interaction or perceived system interactivity.

Originality/value

This research contributes to online community literature by integrating critical antecedent factors in the field of community commitment behavior. The findings indicate that issue involvement is more important than social interaction and system interactivity for influencing member commitment to communities. Additionally, the findings suggest that online community administrators should consider community positioning and topic selecting programs when attempting to influence users to commit to communities.

Article
Publication date: 5 April 2013

Pingjun Xia, António Mendes Lopes and Maria Teresa Restivo

The use of virtual reality for product assembly has been studied for more than 20 years; however its practical application in industry is still very much in its infancy. Haptics…

Abstract

Purpose

The use of virtual reality for product assembly has been studied for more than 20 years; however its practical application in industry is still very much in its infancy. Haptics is a new and important interaction method for virtual reality, and currently constitutes a strong and growing research area; however despite this, its application in industry still remains virtually unknown. This paper seeks to address this issue.

Design/methodology/approach

This paper presents a comprehensive survey of the topics of virtual reality and haptics for product assembly, from rigid parts to soft cables, and investigates some new ideas and recent advances in the area. The survey work has been divided into two parts: addressing rigid parts and soft cables. The main focus of part two, the present work, concentrates on virtual reality and haptics for soft cable design and assembly.

Findings

In the first instance, the main research groups and typical systems are investigated, followed by extensive exploration of the major research issues. The latter can be reviewed from three perspectives: geometry modelling, physical modelling and haptics interaction. Finally, the barriers that prevent successful application of virtual assembly are also discussed, and the future research directions are summarized.

Originality/value

This paper presents a comprehensive survey of the topics of virtual reality and haptics for product assembly, from rigid parts to soft cables, and investigates some new ideas and recent advances in the area.

Details

Assembly Automation, vol. 33 no. 2
Type: Research Article
ISSN: 0144-5154

Keywords

Article
Publication date: 23 October 2007

Hugh Dubberly and Paul Pangaro

This paper aims to describe relationships between cybernetics and design, especially service design, which is a component of service‐craft; to frame cybernetics as a language for…

720

Abstract

Purpose

This paper aims to describe relationships between cybernetics and design, especially service design, which is a component of service‐craft; to frame cybernetics as a language for design, especially behavior‐focused design.

Design/methodology/approach

The material in this paper was developed for a course on cybernetics and design. Work began by framing material on cybernetics in terms of models. As the course progressed, the relevance of the models to design became clearer. A first focus was on applying the models to describe human‐computer interaction; later another focus emerged, viewing cybernetic processes as analogs for design processes. These observations led to a review of the history of design methods and design rationale.

Findings

The paper argues that design practice has moved from hand‐craft to service‐craft and that service‐craft exemplifies a growing focus on systems within design practice. It also proposes cybernetics as a source for practical frameworks that enable understanding of dynamic systems, including specific interactions, larger systems of service, and the activity of design itself. It also shows that development of first‐ and second‐generation design methods parallels development of first‐ and second‐generation cybernetics. Finally, it argues that design is essentially political, frames design as conversation, and proposes cybernetics as a language for design and a foundation of a broad design education.

Research limitations/implications

The paper suggests opportunities for more research on the historical relationship between cybernetics and design methods, and design research on modeling user goals.

Practical implications

The paper offers tools for understanding and managing the complicated communities of systems that designers increasingly face.

Originality/value

The paper suggests models useful for practicing designers and proposes changes to design education.

Details

Kybernetes, vol. 36 no. 9/10
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 30 August 2023

Jiaji Zhu, Yushi Jiang, Xiaoxuan Wang and Suying Huang

Driven by artificial intelligence technology, chatbots have begun to play an important customer service role in the online retail environment. This study aims to explore how…

Abstract

Purpose

Driven by artificial intelligence technology, chatbots have begun to play an important customer service role in the online retail environment. This study aims to explore how conversational styles improve the interaction experience between consumers and chatbots in different social crowding environments, and the moderating role of product categories is considered.

Design/methodology/approach

Three studies are conducted to understand the influences of conversational styles, social crowding and product categories on consumer acceptance, assessed using situational experiments and questions.

Findings

In a low social crowding environment, consumers prefer chatbots with a social-oriented (vs. task-oriented) conversational style, while in a high social crowding environment, consumers prefer a task-oriented (vs. social-oriented) conversational style, and warmth and competence mediate these effects. The moderating effect of product categories is supported.

Originality/value

This study expands the application of the stereotype content model to improve the interaction experience level between consumers and chatbots in online retail. The findings can provide managerial suggestions for retailers to select a chatbot's conversational style and promote a more continuous interaction between consumers and chatbots.

Details

Journal of Research in Interactive Marketing, vol. 17 no. 5
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 5 June 2009

Mary M. Somerville and Navjit Brar

Soft systems methodology processes fortified by collaborative evidence‐based librarianship (EBL) principles can guide end‐user involvement in digital library project design and…

2600

Abstract

Purpose

Soft systems methodology processes fortified by collaborative evidence‐based librarianship (EBL) principles can guide end‐user involvement in digital library project design and development. This paper aims to reveal the efficacy of this inclusive human‐focused approach for building systems through user‐generated research examples.

Design/methodology/approach

From 2003 to 2006, user‐centered interaction design guided increasingly complex human‐computer interaction projects at California Polytechnic State University. Toward that end, project planners invite polytechnic students, supervised by computer science professors, to assess peers' information seeking needs. This student‐generated evidence informs creation of paper prototypes and implementation of usability tests. Sustained relationships between planners and beneficiaries permit iterative evaluation and continuous improvement of design concepts and product functionalities.

Findings

Purposeful conversations aimed at learning from user‐generated evidence enrich the planning process for digital library projects. Reflective of the “learn by doing” educational values of the organization, this approach advances learning among both users and planners throughout user‐centered (re)design experiences.

Practical implications

Collaborative design assumes that enabling interfaces, systems, and environments are best designed and developed inclusively, with and for beneficiaries. Toward that end, practical guidelines are offered to enable replication of this approach, which depends on user produced and interpreted evidence, in other organizational settings.

Originality/value

A paucity of literature exists on the relevance of EBL in the digital age. Similarly, too little applied research has adopted a human‐centered focus for design and development of information systems. Finally, too few digital library projects recognize the value of initiating positive user experiences at project inception.

Details

The Electronic Library, vol. 27 no. 3
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 24 November 2021

Longshan Chen, Leping Yuan and Zhangxiang Zhu

This study aims to explore the value co-creation for developing cultural and creative virtual brand communities (CCVBCs) by developing a conceptual framework based on the…

1098

Abstract

Purpose

This study aims to explore the value co-creation for developing cultural and creative virtual brand communities (CCVBCs) by developing a conceptual framework based on the stimulus-organism-response framework, social cognition theory (SCT) and social exchange theory (SET).

Design/methodology/approach

The proposed conceptual framework was developed from a comprehensive review of the related literature. This study tested and validated the proposed framework using partial least square structural equation model based on the data collected through a survey.

Findings

First, perceived hedonic benefit was positively affected by content personalization, user interaction design and technological innovation. Perceived social benefit and perceived self-achievement benefit were positively affected by user interaction design and technological innovation. Second, user content creation behavior was affected by perceived social benefit and perceived self-achievement benefit; user browsing behavior was significantly affected only by perceived hedonic benefit, and interaction behavior was significantly affected by perceived hedonic benefit, perceived social benefit and perceived self-achievement benefit. Third, perceived social benefit and perceived self-achievement benefit partially mediated the relationship between user interaction design and interaction behavior. As for the influence of technological innovation on interaction behavior, however, and the influence of user interaction design and technological innovation on content creation behavior, both perceived social benefit and perceived self-achievement benefit had complete mediation.

Originality/value

This study found that the characteristics of developing CCVBCs affected perceived benefit in participating in the value co-creation process. The results contributed to the value creation research by enriching the understanding of user value co-creation in developing CCVBCs.

Details

Asia Pacific Journal of Marketing and Logistics, vol. 34 no. 10
Type: Research Article
ISSN: 1355-5855

Keywords

Open Access
Article
Publication date: 18 July 2022

Brooke Wooley, Steven Bellman, Nicole Hartnett, Amy Rask and Duane Varan

Dynamic advertising, including television and online video ads, demands new theory and tools developed to understand attention to moving stimuli. The purpose of this study is to…

4252

Abstract

Purpose

Dynamic advertising, including television and online video ads, demands new theory and tools developed to understand attention to moving stimuli. The purpose of this study is to empirically test the predictions of a new dynamic attention theory, Dynamic Human-Centred Communication Systems Theory, versus the predictions of salience theory.

Design/methodology/approach

An eye-tracking study used a sample of consumers to measure visual attention to potential areas of interest (AOIs) in a random selection of unfamiliar video ads. An eye-tracking software feature called intelligent bounding boxes (IBBs) was used to track attention to moving AOIs. AOIs were coded for the presence of static salience variables (size, brightness, colour and clutter) and dynamic attention theory dimensions (imminence, motivational relevance, task relevance and stability).

Findings

Static salience variables contributed 90% of explained variance in fixation and 57% in fixation duration. However, the data further supported the three-way interaction uniquely predicted by dynamic attention theory: between imminence (central vs peripheral), relevance (motivational or task relevant vs not) and stability (fleeting vs stable). The findings of this study indicate that viewers treat dynamic stimuli like real life, paying less attention to central, relevant and stable AOIs, which are available across time and space in the environment and so do not need to be memorised.

Research limitations/implications

Despite the limitations of small samples of consumers and video ads, the results of this study demonstrate the potential of two relatively recent innovations, which have received limited emphasis in the marketing literature: dynamic attention theory and IBBs.

Practical implications

This study documents what does and does not attract attention to video advertising. What gets attention according to salience theory (e.g. central location) may not always get attention in dynamic advertising because of the effects of relevance and stability. To better understand how to execute video advertising to direct and retain attention to important AOIs, advertisers and advertising researchers are encouraged to use IBBs.

Originality/value

This study makes two original contributions: to marketing theory, by showing how dynamic attention theory can predict attention to video advertising better than salience theory, and to marketing research, showing the utility of tracking visual attention to moving objects in video advertising with IBBs, which appear underutilised in advertising research.

Details

European Journal of Marketing, vol. 56 no. 13
Type: Research Article
ISSN: 0309-0566

Keywords

Article
Publication date: 1 September 2021

Yuting Jiang, Shengli Deng, Hongxiu Li and Yong Liu

The purposes of this paper are to (1) explore how personality traits pertaining to the dominance influence steadiness compliance model manifest themselves in terms of user…

Abstract

Purpose

The purposes of this paper are to (1) explore how personality traits pertaining to the dominance influence steadiness compliance model manifest themselves in terms of user interaction behavior on social media and (2) examine whether social interaction data on social media platforms can predict user personality.

Design/methodology/approach

Social interaction data was collected from 198 users of Sina Weibo, a popular social media platform in China. Their personality traits were also measured via questionnaire. Machine learning techniques were applied to predict the personality traits based on the social interaction data.

Findings

The results demonstrated that the proposed classifiers had high prediction accuracy, indicating that our approach is reliable and can be used with social interaction data on social media platforms to predict user personality. “Reposting,” “being reposted,” “commenting” and “being commented on” were found to be the key interaction features that reflected Weibo users' personalities, whereas “liking” was not found to be a key feature.

Originality/value

The findings of this study are expected to enrich personality prediction research based on social media data and to provide insights into the potential of employing social media data for the purpose of personality prediction in the context of the Weibo social media platform in China.

Details

Aslib Journal of Information Management, vol. 73 no. 6
Type: Research Article
ISSN: 2050-3806

Keywords

Article
Publication date: 30 November 2005

Chadia Abras, Ant Ozok and Jenny Preece

E‐learning is becoming a major component in academia today. Therefore, the success of e‐learning online communities is crucial in order to ensure their permanency and…

Abstract

E‐learning is becoming a major component in academia today. Therefore, the success of e‐learning online communities is crucial in order to ensure their permanency and effectiveness. There is a need for formalized guidelines in e‐learning that instruct the designer (course instructor) on how to design, maintain, and manage a course. Some research has been done on the subject, but none proposes formalized guidelines, and none draws the results from the users’ perspectives. The users, students in this case, should be at the heart of the design and their thoughts, wishes, and needs should be implemented in the user‐centered design. In this study, through an iterative testing approach, the researchers formalized and validated a set of design heuristics that instruct an online educator on how to design, manage, deliver, and nurture an e‐Learning online community.

Details

Interactive Technology and Smart Education, vol. 2 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Abstract

Details

Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives
Type: Book
ISBN: 978-1-83982-639-9

21 – 30 of over 8000