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Article
Publication date: 14 August 2018

Ko-Chiu Wu and Yi-Hsieh Huang

The purpose of this paper is to explore the effects of a large e-book touch-wall, on which the visualized interface provides information in a fun, hedonic-oriented fashion on…

1195

Abstract

Purpose

The purpose of this paper is to explore the effects of a large e-book touch-wall, on which the visualized interface provides information in a fun, hedonic-oriented fashion on readers of different ages browsing in a public library. The authors examined how emotions exert influence on the information-seeking behaviors of readers.

Design/methodology/approach

The authors investigated the emotions and responsive eye movements of 38 readers in various age groups when operating the touch-wall interface of New Taipei City Library. They were monitored using an eye-tracker and a camera that videotaped their spontaneous facial expressions. A facial affect scoring technique was used to measure emotions and statistical analysis was used to explore the relationships among the scope of eye movements, emotions and information-seeking behavior of readers of different ages.

Findings

Results revealed that participants experienced an array of emotions, such as contemplative, doubtful or peaceful. The older the participant was, the smaller the scope of eye movements was. Scope was also affected by emotions (both positive and negative).

Originality/value

These results serve as useful reference for exploration into human – information interaction, perceived ease of use, affected searching and the formulation of knowledge structures in visualized interfaces.

Details

Aslib Journal of Information Management, vol. 70 no. 4
Type: Research Article
ISSN: 2050-3806

Keywords

Article
Publication date: 19 September 2016

Ko-Chiu Wu and Hung-Chun Chen

The purpose of this paper is to explore whether children adopt a survey or a route approach when seeking information in a virtual world (VW), and whether their approach differs…

1149

Abstract

Purpose

The purpose of this paper is to explore whether children adopt a survey or a route approach when seeking information in a virtual world (VW), and whether their approach differs depending on whether they are experiencing positive or negative motivation. Different models were used based on disparate spatial recognition and conceptual abilities.

Design/methodology/approach

In total, 127 children operated a three-dimensional VW interface then they filled out a questionnaire. Structural equation modeling was employed to analyze weighted relationships among latent variables. Motivation (positive vs negative), information-seeking model (heuristic survey or detailed route) and the spatial markers, and complexity of patterns of the VW were examined.

Findings

The authors discovered that a highly motivated child tends to take a central route in the process of information seeking, whereas a child experiencing negative emotions and uncertainty prefers a survey approach using spatial markers to obtain information. In short, the type of motivation influences whether children adopt a heuristic or detailed perspective when searching for information on virtual interfaces.

Originality/value

It is believed that users combine perceptual activities (low-level cognition) with conceptual activities (high-level cognition) in order to save energy. Yet this study is the first to investigate the conditions under which children are prone to utilize spatial markers (based on visual working memory) or the sequencing of patterns (based on verbal working memory) to find information in a heuristic or detailed fashion. This study provides a fresh perspective regarding perceptual and conceptual integration for information visualization technology.

Article
Publication date: 29 April 2021

Ko-Chiu Wu and Tsung-Ying Yang

This study aims to explore preadolescents' opinions of the social media marketing strategies hosted by libraries to promote collections.

1552

Abstract

Purpose

This study aims to explore preadolescents' opinions of the social media marketing strategies hosted by libraries to promote collections.

Design/methodology/approach

An experimental Facebook page was created with posts containing interesting animations, games and book recommendations. A questionnaire survey was administered to 262 preadolescents between 11 and 13 years old to seek their opinions about the posts, and confirmatory factor analysis was used to measure their acceptance of the marketing strategies.

Findings

The authors examined the effects of five marketing strategies: word-of-mouth marketing, buzz marketing, event marketing, viral marketing and gamification marketing. In terms of sharing, word-of-mouth marketing proved the most popular, followed by buzz marketing. Participants were least accepting of viral marketing. The authors found that gamification marketing resulted in higher engagement than did event marketing. The preadolescent participants preferred engagement marketing strategies over information sharing strategies.

Originality/value

According to the uses and gratification theory, preadolescents seek, share and engage with information in ways that differ from other age groups. With specific reference to hedonic engagement by preadolescents, the authors built a two-fold model to describe the information-seeking behaviors of preadolescents from the perspective of marketing strategies. The study findings indicate that librarians who use Facebook to promote library collections should first employ gamification and word-of-mouth marketing to build trust with preadolescent users. Event and buzz marketing will then be more effective when applied within the context of this trust.

Article
Publication date: 16 May 2016

Ko-Chiu Wu and Tsai-Ying Hsieh

The purpose of this paper is to investigate user experiences with a touch-wall interface featuring both clustering and categorization representations of available e-books in a…

Abstract

Purpose

The purpose of this paper is to investigate user experiences with a touch-wall interface featuring both clustering and categorization representations of available e-books in a public library to understand human information interactions under work-focused and recreational contexts.

Design/methodology/approach

Researchers collected questionnaires from 251 New Taipei City Library visitors who used the touch-wall interface to search for new titles. The authors applied structural equation modelling to examine relationships among hedonic/utilitarian needs, clustering and categorization representations, perceived ease of use (EU) and the extent to which users experienced anxiety and uncertainty (AU) while interacting with the interface.

Findings

Utilitarian users who have an explicit idea of what they intend to find tend to prefer the categorization interface. A hedonic-oriented user tends to prefer clustering interfaces. Users reported EU regardless of which interface they engaged with. Results revealed that use of the clustering interface had a negative correlation with AU. Users that seek to satisfy utilitarian needs tended to emphasize the importance of perceived EU, whilst pleasure-seeking users were a little more tolerant of anxiety or uncertainty.

Originality/value

The Online Public Access Catalogue (OPAC) encourages library visitors to borrow digital books through the implementation of an information visualization system. This situation poses an opportunity to validate uses and gratification theory. People with hedonic/utilitarian needs displayed different risk-control attitudes and affected uncertainty using the interface. Knowledge about user interaction with such interfaces is vital when launching the development of a new OPAC.

Details

Aslib Journal of Information Management, vol. 68 no. 3
Type: Research Article
ISSN: 2050-3806

Keywords

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