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1 – 10 of 391Joyce Galletta DeStasio and Eric Jeitner
The purpose of this paper is to share the process, findings and conclusions from one library’s iterative usability study of its website design to inform other libraries as they…
Abstract
Purpose
The purpose of this paper is to share the process, findings and conclusions from one library’s iterative usability study of its website design to inform other libraries as they perform their own assessments.
Design/methodology/approach
A task-completion usability study was conducted with eight undergraduate students across two iterations: the first gauged the usability of a redesigned library website and the second gauged the effectiveness of the first iteration’s findings.
Findings
We found that users performed better when the site provided multiple access points to the same information, displayed a prominent chat feature, limited the amount of text on a given page and avoided library jargon. Not only was the second round of testing important for confirming that first-round recommendations were effective but also it proved useful in catching a problem with the site that was unintentionally created during the time between tests.
Research limitations/implications
No demographic data were collected during the study, thus hindering our ability to analyze our users through these data points.
Originality/value
This study demonstrates the value of iterative usability testing, especially when untested changes made between site versions may produce usability issues.
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Lucas Melchiori Pereira and Sheila Walbe Ornstein
Properly allocating an organization's activities within a building is vital to reducing the relational complexity arising from process–environment interactions. Multiple…
Abstract
Purpose
Properly allocating an organization's activities within a building is vital to reducing the relational complexity arising from process–environment interactions. Multiple relationships are mapped, and certain interferences are only identified after these have been processed. The method/software employed for this task is Mapping Activity Environment Allocation (MAEA). However, data input and interpretation of results depend on the usability conditions of the organization's agents. This paper presents MAEA's usability test results.
Design/methodology/approach
Test sessions and interviews were carried out with seven agents registered at a University Hospital. Participants were instructed to think aloud during its use, and immediately afterward, responded to semi-structured interviews. Test sessions were audio recorded and screen captured.
Findings
Participants found the software easy to use and pointed out valuable implications for professional and academic use. In addition to relationship, priority and parallelism data, customized visualizations were created, including organizational charts, flowcharts and activity flow routes on the floor plan.
Practical implications
MAEA's simplicity allows non-designers to conduct evidence-based assessments and decisions. It allows designers to test their proposals during the programming and outline proposal stages.
Social implications
A more detailed definition of design requirements from the beginning increases the conditions to successfully achieve project goals.
Originality/value
The ability to map the allocation of activity-spaces in the pre-design phase of building architecture allows for early identification of interactions, aiding in the development of more robust project requirements during programming.
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Younghwan Kim and Hyunseung Lee
This study aims to develop a safe, wearable clothing system that combines visibility-enhancing and emergency–accident-responding functions for two-wheeled vehicle (TWV) users'…
Abstract
Purpose
This study aims to develop a safe, wearable clothing system that combines visibility-enhancing and emergency–accident-responding functions for two-wheeled vehicle (TWV) users' safety assistance.
Design/methodology/approach
First, the wearable system (WS) allowing users to control turn signals, brake lights and emergency flasher only with head movements was developed. Second, multiconnected systems were developed between WSs and a smartphone application (AS), providing accident occurrence recognition, driving photo capture–storage and emergency notification functions. Third, usability testing in each function was performed to assess the operability of the systems.
Findings
The intuitive interface, which uses head movement as gesture commands, was effectively operated for controlling turn signals, brake lights and emergency flasher when driving, despite differences in user physique and boarding structure among TWVs. In addition, using Bluetooth low energy and Wi-Fi protocols simultaneously can establish automatic accident recognition–notification and driving photo capture–storage–display functions by linking two WSs with one AS.
Research limitations/implications
This study presents a case using relatively accessible technologies within the fashion industry to improve users' safety and provide fundamental data for convergence education for smart fashion products, highlighting the significance of this study in this convergence era.
Originality/value
The WSs and the AS of a TWV user visually evoke the attention of other drivers and pedestrians, reducing the risk of accidents; social contribution regarding public safety will be possible by allowing the system to autonomously inform emergencies and receive emergency medical treatment quickly when the accident occurred.
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Xenia J. Mamakou, Panagiotis Zaharias and Maria Milesi
The purpose of this study is to explore the interplay between electronic service quality, user experience (UX) and overall customer satisfaction. Additionally, it aims to assess…
Abstract
Purpose
The purpose of this study is to explore the interplay between electronic service quality, user experience (UX) and overall customer satisfaction. Additionally, it aims to assess the suitability of E-S-QUAL and UX metrics within the cultural context of Greece.
Design/methodology/approach
Data were collected from 310 Internet users based on their last online purchase from an e-retail website. To evaluate the conceptual model, the authors used partial least squares structural equation modeling (PLS-SEM).
Findings
The findings of this study validate the scales' reliability and validity in the realm of electronic commerce (e-commerce) in Greece. The findings also emphasize the favorable association between e-service quality and UX with overall satisfaction, while indicating that e-service quality plays a partial mediating role in the relationship between UX and customer satisfaction.
Originality/value
The authors' study enhances the existing theory by introducing a new multi-dimensional conceptual framework that illuminates the relative importance of the dimensions within the scales. Additionally, it offers valuable insights into the impacts of e-service quality and UX on overall satisfaction, providing managers and practitioners with a tool to evaluate the quality of their electronic services and make necessary adjustments to meet the needs of their customers.
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Bimal Aklesh Kumar, Sailesh Saras Chand and Munil Shiva Goundar
Mobile learning has seen tremendous growth over the years. Like any other software application, usability is one of the key concerns in its successful implementation. There is a…
Abstract
Purpose
Mobile learning has seen tremendous growth over the years. Like any other software application, usability is one of the key concerns in its successful implementation. There is a lack of study that provides a comprehensive overview of usability testing of mobile learning applications. Motivated by this a mapping study is conducted.
Design/methodology/approach
A systematic mapping study was conducted using 51 papers retrieved from the Scopus database published between 2005 and 2022 that reported on usability testing of mobile learning applications.
Findings
The key findings suggest that research is expected to expand in the near future. User-based testing is the commonly used method, while data are collected mainly through questionnaires, observation and interviews. Testing is mainly conducted in a controlled environment.
Originality/value
The study provides (1) an evidence-based discussion on usability testing of mobile learning applications, (2) an up-to-date map on state of the art on usability testing of mobile learning applications and (3) providing direction for further research to scientifically strengthen the field.
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Zhichuan Tang, Xuan Xu, Feifei Wang, Lekai Zhang and Min Zhu
Targeting the common functions of the Zhejiang Library website, elderly individuals were invited to complete six experimental tasks on the improved website interfaces, and…
Abstract
Purpose
Targeting the common functions of the Zhejiang Library website, elderly individuals were invited to complete six experimental tasks on the improved website interfaces, and subjective data (PAD emotion scale and usability evaluation) and objective data (eye movement data) were recorded to verify the effects of graphic layout and navigation position on the information-seeking experience of elderly individuals.
Design/methodology/approach
This study analyzes the effect of the graphic layout and navigation position of the Zhejiang Library’s website interface on the emotional state, perceived usability and information-seeking time of elderly individuals, with the aim of providing guidance and suggestions for the elderly-oriented reform of the public library website.
Findings
The experimental results show that the graphic layout has a significant effect on the emotional state and perceived usability of elderly individuals, and the navigation position has a significant effect on the information-seeking time; the interaction between graphic layout and navigation position exerts a significant effect on the information-seeking time of elderly individuals. The eye movement data show that elderly individuals have a better information-seeking experience when the top navigation bar and image-text matched arrangement are used for the interface layout.
Originality/value
This study adopts a new approach combining subjective data and eye movement data to evaluate the effect of the public library website’s interface layout on the information-seeking experience for older people. The findings can provide a theoretical basis and methodological support for the elderly-oriented reform of public library websites. They can also provide scientific design suggestions for age-friendly interface layouts of other Internet products and service applications.
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Nisha Pradeepa S.P., Asokk D., Prasanna S. and Ansari Sarwar Alam
The concept of ubiquitous assimilation in e-commerce, denoting the seamless integration of technologies into customer shopping experiences, has played a pivotal role in aiding…
Abstract
Purpose
The concept of ubiquitous assimilation in e-commerce, denoting the seamless integration of technologies into customer shopping experiences, has played a pivotal role in aiding e-satisfaction and, consequently, fostering patronage intention. Among these, text-based chatbots are significant innovations. In light of this, the paper aims to develop a conceptual framework and comprehend the patronage behaviour of artificial intelligence-enabled chatbot users by using chatbot usability cues and to determine whether the social presence and flow theories impact e-satisfaction, which leads to users’ patronage intention. The current research provides insights into online travel agencies (OTAs), a crucial segment within the travel and tourism sector. Given the significance of building a loyal clientele and cultivating patronage in this industry, these insights are of paramount importance for achieving sustained profitability and growth.
Design/methodology/approach
The research framework primarily focused on the factors that precede e-satisfaction and patronage intention among chatbot users, which include social presence, flow, perceived anthropomorphism and need for human interaction. The researchers collected the data by surveying 397 OTA chatbot users by using an online questionnaire. The data of this cross-sectional study were analysed using covariance-based structural equation modelling.
Findings
Findings reveal that e-satisfaction is positively linked with patronage intention and the variables of social presence and flow impact e-satisfaction along with chatbot usability cues. There were direct and indirect relations between chatbot usability and e-satisfaction. Moreover, the personal attributes, “need for human interaction” and, “perceived anthropomorphism” were found to moderate relations between chatbot usability cues, social presence and flow.
Originality/value
The impact of chatbot’s usability cues/attributes on e-satisfaction, along with perceived attributes – social presence and flow in the realm of OTAs contributes to the human–chatbot interaction literature. Moreover, the interacting effects of perceived anthropomorphism and the need for human interaction are unique in the current contextual relations.
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Geetika Jaiswal, Elizabeth Newcomb Hopfer and Devona L. Dixon
This study aims to promote sustainability-based education in fashion design and merchandising program to enhance students’ knowledge, skills and attitude about sustainability…
Abstract
Purpose
This study aims to promote sustainability-based education in fashion design and merchandising program to enhance students’ knowledge, skills and attitude about sustainability development, organizational responsibility and personal responsibility from the cotton industry perspective.
Design/methodology/approach
To conduct this study, three learning components were considered: learning from experts, learning by doing and outreach activity. Sustainability-related topics were strategically incorporated in different courses for one year; project-based learning approach was adopted; and pre–posttest survey was conducted to study the impact of sustainability-based education on student learning outcome. Rand’s principles-attributes matrix was applied to analyze the impact of sustainable education on student learning outcomes.
Findings
The results of course projects indicated enhanced student’s abilities on using use different types of cotton materials in product development, creative use of cotton in visual merchandising and development of business plans focused on sustainability. The two-group mean comparisons showed a significant positive impact on students’ knowledge in cotton and sustainability, followed by students’ skills and attitudes.
Originality/value
In response to the lack of systematic approach to incorporate sustainability-related topics in textile and apparel design discipline, this study offered an opportunity to involve approximately 110 students in various sustainability-based teaching and learning projects.
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Mohamed Sapraz and Shengnan Han
This paper aims to evaluate the Digital Government Collaborative Platform (DGCP), which facilitates collaborations between the citizens and the government to address environmental…
Abstract
Purpose
This paper aims to evaluate the Digital Government Collaborative Platform (DGCP), which facilitates collaborations between the citizens and the government to address environmental issues in Sri Lanka. The DGCP is an artifact developed by the value-sensitive design approach.
Design/methodology/approach
The DGCP is evaluated following the Framework for Evaluation in Design Science Research (FEDS). In total, 224 citizens participated in the survey based on the User Experience Questionnaire (UEQ) and open questions about human values embedded in the design. Fifteen government officers were interviewed to enhance the evaluation.
Findings
The DGCP received positive evaluations from the citizens and government officers. The platform is attractive, novel and pragmatic, also generating hedonic experiences for the citizens. The users believed that human values are reflected in the DGCP. Furthermore, they shared a few suggestions to improve it.
Originality/value
The paper contributes knowledge to evaluating digital government systems, especially in developing countries. The human-value-centered DGCP was evaluated using multiple methods of quantitative (i.e. UEQ Survey) and qualitative (i.e. qualitative interviews with stakeholders) techniques. Furthermore, the systematic process of DGCP evaluation produces a case-based guideline for evaluating related and similar digital government systems using FEDS.
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Kian Yeik Koay and KerSoon Ang
This study aims to examine the factors influencing consumers’ intentions to use QR code menus in the post-COVID-19 pandemic using the unified theory of acceptance and use of…
Abstract
Purpose
This study aims to examine the factors influencing consumers’ intentions to use QR code menus in the post-COVID-19 pandemic using the unified theory of acceptance and use of technology and rational choice theory as the theoretical foundations.
Design/methodology/approach
Using a survey method, 200 data are collected from consumers who had used QR code menus in the past. Partial least squares structural equation modelling is used to analyse the data.
Findings
Our findings show that performance expectancy, effort expectancy, social influence, habit and perceived privacy protection have a significant positive influence on intentions. However, facilitating conditions, hedonic motivation and perceived privacy risk do not have a significant influence on intentions.
Originality/value
This study further extends the work of previous studies by using the unified theory of acceptance and use of technology model, with additional two new predictors, namely perceived privacy protection and perceived privacy risk, to understand consumers’ intentions to use QR code menus.
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