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Article
Publication date: 16 April 2018

Pietro Murano

This paper aims to present a new user interface design for text proofreading portals in a digitization and crowdsourcing context. Several of the current proofreading portals lack…

Abstract

Purpose

This paper aims to present a new user interface design for text proofreading portals in a digitization and crowdsourcing context. Several of the current proofreading portals lack usability in their user interfaces. The aim of the new design is to increase user performance and satisfaction.

Design/methodology/approach

An empirical experiment has been conducted to evaluate the new user interface as a comparison with 18thConnect – TypeWright proofreading portal. Two of the main measures involved times and errors and this approach is considered to be good for these kinds of measures allowing a good degree of control. Nevertheless, personal opinions are also very important and these are elicited by means of a post-experiment questionnaire.

Findings

The data were statistically analysed and overall the new user interface helped users to perform better in terms of task time. Errors were also better with the new user interface, but the differences were not statistically significant. Furthermore, users were more satisfied with the new user interface. User satisfaction measures were mostly statistically significant.

Originality/value

As far as has been ascertained, there have been no systematic studies evaluating a new design with an existing design of a proofreading portal. Therefore, this research is considered to be original, and if implemented widely, it would be very valuable to the mass digitization aims.

Details

International Journal of Web Information Systems, vol. 14 no. 1
Type: Research Article
ISSN: 1744-0084

Keywords

Article
Publication date: 3 July 2023

M. Boyault Edouard, Jean Camille, Bernier Vincent and Aoussat Améziane

This paper aims to fulfil a need to identify assembly interfaces from existing products based on their Assembly Process Planning (APP). It proposes a tool to identify assembly…

Abstract

Purpose

This paper aims to fulfil a need to identify assembly interfaces from existing products based on their Assembly Process Planning (APP). It proposes a tool to identify assembly interfaces responsible for reused components integration. It is integrated into a design for mixed model final assembly line approach by focusing on the identification of assembly interfaces as a generic tool. It aims to answer the problem of interfaces’ identification from the APP.

Design/methodology/approach

A tool is developed to identify assembly interfaces responsible for reused component integration. It is based on the use of a rule-based algorithm that analyses an APP and then submits the results to prohibition lists to check their relevance. The tool is then tested using a case study. Finally, the resulting list is subjected to a visual validation step to validate whether the identified interface is a real interface.

Findings

The results of this study are a tool named ICARRE which identify assembly interfaces using three steps. The tool has been validated by a case study from the helicopter industry.

Research limitations/implications

As some interfaces are not contained in the same assembly operations and therefore, may not have been identified by the rule-based algorithm. More research should be done by testing and improving the algorithm with other case studies.

Practical implications

The paper includes implications for new product development teams to address the difficulties of integrating reused components into different products.

Originality/value

This paper presents a tool for identifying interfaces when sources of knowledge do not allow the use of current methods.

Details

Journal of Engineering, Design and Technology , vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1726-0531

Keywords

Article
Publication date: 15 June 2012

Luca Mainetti, Roberto Paiano, Davide Bolchini and Andrea Pandurino

Rich Internet Application (RIA) technologies offer designers the opportunity to experiment with novel interaction grammars, whose implications for conceptual modeling still need…

Abstract

Purpose

Rich Internet Application (RIA) technologies offer designers the opportunity to experiment with novel interaction grammars, whose implications for conceptual modeling still need to be fully understood. An open problem is the ability to characterize the fluid, smooth and organic nature of the user interaction and navigation in ways that allow web engineers to share through a common vocabulary, as well as sketch, explore and specify design decisions in the light of usability requirements and stakeholder's goals. The purpose of this paper is to address this problem.

Design/methodology/approach

To meet this challenge, the authors extend IDM (Interactive Dialogue Model), a dialogue‐based approach focusing on the conceptual dialogue flow with the user, codifying a set of key modeling constructs in order to describe the new dialogue features of RIAs.

Findings

The approach, called Rich‐IDM demonstrated some relevant features: expressiveness to capture interactive features at a high level of abstraction, semi‐formality to facilitate the establishment of a common ground between designers and web engineers, and traceability of the design to important usability requirements.

Research limitations/implications

The paper proposes a simple way to fill the gap between hypermedia design and user experience design for RIAs, which is an open issue, both from the web engineering point of view and the human‐computer interaction point of view.

Practical implications

The authors have described how Rich‐IDM can help designers to capture and cope with some RIA interface flaws. In this case, the benefits of the approach are directly related to the semantics of its primitives.

Originality/value

The authors' proposal is the first, consolidated step of a promising research avenue.

Details

International Journal of Web Information Systems, vol. 8 no. 2
Type: Research Article
ISSN: 1744-0084

Keywords

Article
Publication date: 2 September 2013

Dan Albertson

The purpose of this paper is to present a framework applicable to interactive video retrieval. The objective of the framework is so that it can be applied conceptually for…

1433

Abstract

Purpose

The purpose of this paper is to present a framework applicable to interactive video retrieval. The objective of the framework is so that it can be applied conceptually for understanding users and use of video digital libraries, and also practically for designing retrieval components like user interfaces.

Design/methodology/approach

The framework was developed through a user-centered and analytical approach, and serves as an initial attempt at generalizing how users interact when searching and browsing digital video, throughout different situations, along with the general designs that can be supportive.

Findings

The framework is two-fold, yet, together, comprises one set of conceptual findings. The first component of the framework depicts generalized user interactions throughout varying contexts of an interactive video retrieval process, followed by a second component, an illustration of the resulting supportive interface designs or sets of features. Cautions from previous studies not to over generalize the interactive process were heeded.

Research limitations/implications

The implications for such research are based on the understanding that video retrieval will benefit from the advancement of user-centered foundations, which can guide and support design decisions for resources like digital libraries.

Originality/value

The need for this study is rather straightforward: there is currently not enough conceptual research of interactive video retrieval from a user-centered perspective, which contrasts with other areas of information retrieval research where the interaction process has been thoroughly examined for a variety of domains and contexts with implications for different retrieval tools like OPACs, search engines, and article databases.

Article
Publication date: 1 February 2002

Maryellen Allen

Usability testing of Web interfaces for virtual libraries is a crucial factor in the continuing development and improvement of the user interface. In 1999, the University of South…

1812

Abstract

Usability testing of Web interfaces for virtual libraries is a crucial factor in the continuing development and improvement of the user interface. In 1999, the University of South Florida Libraries decided to embark on a usability study to coincide with the rollout of a new interface design. Because this type of study had not been conducted with the initial interface, its implementation and completion were paramount in the development of the new design. Details the preliminary activities, testing methodologies and results of usability testing by the USF virtual library project’s usability study group.

Details

Online Information Review, vol. 26 no. 1
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 4 October 2011

Nadjla Hariri and Yaghoub Norouzi

The present study aims to review the literature concerning Digital Libraries (DLs) and user interfaces in order to identify, determine, and suggest evaluation criteria for a DLs…

4465

Abstract

Purpose

The present study aims to review the literature concerning Digital Libraries (DLs) and user interfaces in order to identify, determine, and suggest evaluation criteria for a DLs user interface. Accordingly, this study's objectives are threefold: explore which criteria exert a significant relationship with the DLs user interface; identify a set of criteria that appears to be useful for evaluating DLs user interface; and determine evaluation criteria that have more frequency and occurrence in the related texts reviewed.

Design/methodology/approach

To do it, first, identifying related texts was necessary. Consequently, keywords such as “DLs user interface evaluation”,” DLs user interfaces”, “DLs evaluation”, “DLs usability”, “user interface evaluation”, “DLs research”, “web sites user interface evaluation”, “user interface standards”, and the like have been searched in the web as well as in some leading databases including Emerald, Proquest, SagePub, ScienceDirect, LISA, ERIC, ACM, and Springer. After identifying and accessing more than 100 evaluative works and some related articles, theoretical and empirical, nearly 50 sources were chosen for final examination.

Findings

After reviewing related texts, three major categories are identified: user interface and DLs; DLs and usability; and other studies related to user interface; each one of three identified categories has its own subcategories. Additionally, 22 evaluation criteria for assessing DLs interface have been identified.

Research limitations/implications

The review does not claim to be comprehensive.

Practical implications

Hopefully, criteria such as feedback, ease of use, match between system and the real world, customization, user support, user workload, interaction, compatibility, visibility of system status, user experience, flexibility, and accessibility which have been less considered should be applied more in future, particularly user‐oriented, studies. Furthermore, it is expected that criteria mentioned here could help related bodies pay more attention to the evaluation of EISs, especially DLs interface.

Originality/value

It can be said that this study has contributed to the research into the evaluation of DL interface.

Details

The Electronic Library, vol. 29 no. 5
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 17 March 2021

Qianwen Yang and Xiang Gong

The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the…

2648

Abstract

Purpose

The engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.

Design/methodology/approach

The research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.

Findings

The empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.

Originality/value

This study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.

Article
Publication date: 12 April 2013

Annie Gentès and Marie Cambone

The purpose of this paper is to focus on the challenge of designing an interface for a virtual class, where being represented together contributes to the learning process. It…

Abstract

Purpose

The purpose of this paper is to focus on the challenge of designing an interface for a virtual class, where being represented together contributes to the learning process. It explores the possibility of virtual empathy.

Design/methodology/approach

The challenges are: How can this feeling of empathy be recreated through a delicate staging of location and interactions? How can the feeling of togetherness be organized in a 3D environment without creating a feeling of distraction? What are the tools of empathy in a mediated situation? The authors propose to use the concept of “contradictory semiotic analysis” to describe the design process that taps into visual cultures to build a representation and tools that support users' empathetic interactions. The analysis of designers' work from a semiotic point of view shows that they do not necessarily paint after life but play with different media and representations to build “remediated” situations of use.

Findings

The paper introduces the concept of “control room” elaborated after Manovich's control panel, to describe the visual interface that supports a diversity of points of view, hence supporting mediated empathetic relationships.

Originality/value

The paper answers the design questions: how can the system of representation support the feeling of empathy amongst participants through a delicate staging of space, people and of interactions within this space? How can a participant get, first, a feeling of togetherness and, second, a feeling of empathy with other participants? The design methodology is explained based on a “contradictory semiotic analysis” made of the comparison with similar platforms and with other modalities of empathy in different media. Second, the design proposition is described. Third, the design challenges that this type of production entails are discussed and the difficulties faced during the design process are analyzed.

Details

Interactive Technology and Smart Education, vol. 10 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 3 May 2011

Adrian Mitchell, Ian Frame, Alan Coday and Mike Hoxley

As the construction industry strives for closer integration of the participants, more responsibility for the management of the detailed design process is being directed to main…

2543

Abstract

Purpose

As the construction industry strives for closer integration of the participants, more responsibility for the management of the detailed design process is being directed to main contractors and combined with their existing duties of managing the construction and pre‐construction processes. Crucially, this necessitates successful management of the interface between these processes, and this paper seeks to investigate a conceptual view of that interface to provide a foundation for improving understanding of it.

Design/methodology/approach

Recent and current literature is examined, and various theoretical backgrounds for the design and the construction processes are reviewed. The consequences for the understanding of the interface are discussed. The significance of conceptual frameworks is also reviewed.

Findings

A significant difference is identified in the published work between the theoretical understandings of the construction and design processes. From this a conceptual framework for the interface between these processes is developed.

Practical implications

The difference identified may have significant implications for further research, and for the development of management techniques applicable to the interface. Furthermore, the lack of access to specialist knowledge at the optimum time during the design process is identified as having a potentially significant impact on that process.

Originality/value

These findings could provide an understanding and basis for further research into the interface between the processes, and for the development of an enhanced model that would facilitate improved management of the interface and the optimisation of the process of the selection, appointment and input of specialist subcontractors.

Details

Engineering, Construction and Architectural Management, vol. 18 no. 3
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 20 April 2022

Michael McCarney, Chris Ian Goodier and Alistair Gibb

This paper aims to identify and discuss how process and people factors influence the successful implementation of organisational interface management in offsite bathroom…

Abstract

Purpose

This paper aims to identify and discuss how process and people factors influence the successful implementation of organisational interface management in offsite bathroom construction.

Design/methodology/approach

A literature review identified 16 process and people factors. A mixed method approach was used to analyse data from eight offsite bathroom case study projects. A ranking approach determined the main process and people factors, consequently analysed using (Minitab) Frequency analysis, the Wilcoxon Signed Rank test and thematic analysis to establish the contributing sub-factors and their inter-relationships, to each other and to the literature. These factors and sub-factors formed the final conceptual model, bringing together interface management and offsite bathroom construction.

Findings

The nine factors instrumental to the conceptual model include six process factors: procurement, design management, supply chain management, health and safety, tolerance and quality and three people factors: communication, client/design team and project manager, reflecting the construction industry focus on hard processes over soft. The role of the project manager and communication, however, are the main factors which contribute to overall project success. Direct management of the offsite works by the contractor’s project manager is also highly significant.

Research limitations/implications

Limitations include the (UK) geographical focus of the research and the focus on bathroom pods in buildings.

Social implications

The research recognises three people (social) factors: communication, client/design team and project manager, with the first and third being the main factors which contribute to overall project success.

Originality/value

Originality stems from the focus on organisational interface management and how this relates to offsite bathroom construction (a practice gaining considerable momentum in industry) and the resultant model. Being grounded on more than one body of academic literature as well as 8 case studies and 82 industry interviews, there is value to both researchers and construction industry practitioners alike.

Details

Construction Innovation , vol. 23 no. 3
Type: Research Article
ISSN: 1471-4175

Keywords

21 – 30 of over 62000