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Article
Publication date: 1 December 2005

Sueli Mara Ferreira and Denise Nunes Pithan

The conception, planning and implementation of digital libraries, in any area of knowledge, demand innumerable studies in order to verify and guarantee their adequacy to the…

3219

Abstract

Purpose

The conception, planning and implementation of digital libraries, in any area of knowledge, demand innumerable studies in order to verify and guarantee their adequacy to the users' necessities. Such studies find methodological, conceptual and theoretical support in some areas of knowledge, such as human‐computer‐interaction (HCI) (usability studies, in particular) and information science (IS) (especially studies about users' necessities and behavior in information search and use). This research, therefore, intends to integrate concepts and techniques from these two areas, that is, to analyze the usability of the InfoHab digital library, having as theoretical base the constructivist model of user study proposed by Carol Kuhlthau and the criteria of usability established by Jacob Nielsen.

Design/methodology/approach

In order to do so, a qualitative study with six users with different levels of academic formation and experience in the use of recovery systems was developed. Data were collected through personal interviews, prototype of the library, direct observation, image and sound records. The variables of this study included the following criteria: learnability, efficiency and effectiveness of the digital library, management of errors, memorability and the user's satisfaction from the perspective of cognitive and affective aspects and the actions taken by the users during the information search process.

Findings

The aspects identified in the collected data are discussed and the results are evidence of the possible synergy between the HCI and IS fields.

Originality/value

The authors expect to contribute conceptually for a discussion about a model of usability study that can be more inclusive and incorporate the aspects pointed by the constructivist model.

Details

OCLC Systems & Services: International digital library perspectives, vol. 21 no. 4
Type: Research Article
ISSN: 1065-075X

Keywords

Article
Publication date: 10 June 2021

S. Sreejesh, Juhi Gahlot Sarkar and Abhigyan Sarkar

The purpose of this study is to empirically examine the impact of technology-enabled service co-creation on patients' service patronage behaviour in healthcare retailing. The…

1258

Abstract

Purpose

The purpose of this study is to empirically examine the impact of technology-enabled service co-creation on patients' service patronage behaviour in healthcare retailing. The first objective is to examine the mediating roles of spatial presence and co-presence in the relationship between technology enabled co-creation and service experience. The second objective is to investigate if healthcare service experience impacts patients' relationship value with hospitals and subsequent patronage intention.

Design/methodology/approach

Data were collected from a sample of 516 customers of three leading hospitals in India during the social isolation period of COVID-19. The data were analysed using structural equation modelling.

Findings

The study results demonstrate that customers' favourably perceived technology-enabled co-creation generates feelings of spatial presence and co-presence in the technology-enabled platform. The feeling of presence enhances patients' health care service experiences which in turn predict their relationship value perceptions towards the healthcare service provider. Co-presence dominates as a mediator in terms of magnitude over spatial presence. The favourable value perception positively impacts patients' intention to come back to the same hospital.

Research limitations/implications

The study uses cross-sectional data, which does not incorporate any temporal variations in the investigated relationships. The study does not account for differences in government vs. private undertakings of healthcare system.

Practical implications

The findings envisage a digital healthcare retail system, where hospitals can enhance patients' perceptions of healthcare service experience, relational value and re-patronage intention, based on the digital mediated environment design elements, i.e. spatial presence and co-presence. As co-presence is a dominant factor, ensuring that human healthcare experts (rather than technology based e-service elements like chatbots) participate in healthcare service co-creation is of prime importance to provide enriching service experience to the patients.

Originality/value

The value of the research lies in extending the theories of presence, UTAUT and S-O-R to understand digital healthcare retailing, in order to identify the mechanism of how online co-creative platform can generate hospital patronage behaviour among patients through the serial mediation of presence, augmented service experience and relationship value.

Details

International Journal of Retail & Distribution Management, vol. 50 no. 1
Type: Research Article
ISSN: 0959-0552

Keywords

Article
Publication date: 24 October 2022

Zoya Evans Kpamma, Stephen Agyefi-Mensah and Abdul-Manan Sadick

Evidence-based design (EBD) is traditionally limited to using empirical research findings based on randomized controlled trials. The purpose of this study is to explore…

Abstract

Purpose

Evidence-based design (EBD) is traditionally limited to using empirical research findings based on randomized controlled trials. The purpose of this study is to explore stakeholder experiential knowledge as alternate credible evidence in redesigning health-care facilities for improved usability.

Design/methodology/approach

This research, based on critical participatory action research, involved a case study of redesign and post-occupancy evaluation (POE) of an emergency department (ED) at Holy Family Hospital, Techiman, Ghana. Observation, interviews and document analysis were used to collect data in the redesign and POE. The data was analyzed through directed content analysis.

Findings

Findings indicate that the redesign interventions, generated from stakeholder experiential knowledge, led to improved effectiveness, efficiency and satisfaction in the ED. This presents stakeholder experiential knowledge as alternate credible evidence in EBD. Furthermore, the POE revealed that open and flexible spatial arrangement, zoning care areas according to severity, and providing staff-support amenities are some redesign interventions for improving ED usability.

Practical implications

Compared to the hard and controlled nature of experimental research knowledge, the soft and fluid experiential knowledge of stakeholders could be more useful for health-care redesign process, especially in iteratively structuring design thinking and making choices.

Originality/value

This paper contributes to theory by validating and illustrating stakeholder experiential knowledge as credible evidence for EBD. Practically, it provides strategies, based on POE findings, for designing EDs to improve usability.

Article
Publication date: 16 November 2021

One-Ki Daniel Lee, Seoyoun Lee, Woojong Suh and Younghoon Chang

Social networking services (SNSs) have become deeply ingrained into our daily life. However, it has often been reported that users experience negative feelings regarding SNS…

Abstract

Purpose

Social networking services (SNSs) have become deeply ingrained into our daily life. However, it has often been reported that users experience negative feelings regarding SNS usage. This phenomenon presents challenges for SNS providers in retaining or increasing their customer base. This study focuses on SNS fatigue, a negative psychological state that can lead to discontinuance intention among SNS users. This study proposes two distinctive SNS-specific contexts and investigates how they alleviate the negative effect of SNS fatigue on user behavior.

Design/methodology/approach

Drawing upon the context-specific theorization perspective, a model involving moderation effects of the SNS-specific contexts on the relationship between user's SNS fatigue and discontinuance intention was proposed. The model was tested using survey data of active SNS users.

Findings

The results indicate that SNS fatigue leads to user discontinuance intention. However, the SNS-specific contexts, such as social interaction context and platform service context, negatively moderate the relationship between SNS fatigue and user discontinuance intention.

Originality/value

The findings of this study are expected to help SNS providers develop strategies to improve their services for effective user retention.

Details

Industrial Management & Data Systems, vol. 122 no. 1
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 28 August 2019

Kai Israel, Christopher Zerres and Dieter K. Tscheulin

The purpose of this study is to investigate the effects of telepresence while using a smartphone-based virtual reality system (SBVR) to explore a hotel virtually and to determine…

3240

Abstract

Purpose

The purpose of this study is to investigate the effects of telepresence while using a smartphone-based virtual reality system (SBVR) to explore a hotel virtually and to determine the influence of this immersive experience on the booking intention of the potential customer.

Design/methodology/approach

Within the scope of this study, a conceptual research model was developed which covered utilitarian and hedonic aspects of the user experience of SBVRs and showed their relevance for the booking intention. A virtual reality application was programmed especially for the study, in which the test persons were able to virtually explore a hotel complex. A total of 569 people participated in the study. A questionnaire was used for the data collection. The structural equation modelling and hypothesis verification were carried out using the partial least squares method.

Findings

The immersive feeling of telepresence increases the perceived enjoyment and usefulness of the potential customer. In addition, the user's curiosity is aroused by the telepresence, which also significantly increases the perceived enjoyment as well as the perceived usefulness. The hedonic and utilitarian value of the virtual hotel experience increases the probability that the customer will book the travel accommodation.

Research limitations/implications

The virtual reality application developed for the study is based on static panoramic images and does not contain audio-visual elements (e.g. sound, video, animation). Audio-visual elements might increase the degree of immersion and could therefore be investigated in future research.

Practical implications

The results of the study show that the SBVR is a suitable marketing tool to present hotels in an informative and entertaining way, and can thereby increase sales and profits.

Originality/value

For the first time, this study investigates the potential of SBVRs for the virtual product presentation of hotels and provides empirical evidence that the availability of this innovative form of presentation leads to a higher booking intention.

研究目的

本论文旨在研究借助智能手机虚拟现实系统(SBVR)以达到网真效果来展示酒店产品, 以及探究这种身临其境的体验是否对潜在酒店消费者的预定意图有影响。

研究设计/方法/途径

本论文建立了一个理论模型, 包含了功利和享乐两方面的用户体验SBVR, 以及其与预定意图的联系。本论文创立了一个虚拟现实的模式, 实际测量了人们通过这个模式来探究酒店的体验。研究样本为569位参与者。采样方式为问卷方法。本论文采用PLS方式来进行结构方程模型(SEM)计算和假设验证。

研究结果

网真技术的身临其境的体验增加了潜在消费者的感知享受和有用性。此外, 用户的好奇心被网真技术激发, 显著地增加了感知享受和感知有用性。虚拟酒店体验的享乐和功利价值增加了顾客预定的概率。

研究理论限制/意义

本论文研制的虚拟现实应用软件是基于静态全景影像, 而不含视听觉元素(比如, 声音、视频、动画)。视听觉因素可能会增加身临其境的感觉, 因此值得未来研究。

研究实际意义

本论文结果表明SBVR是一个适合营销的手段, 其在信息性和娱乐性方面展示了酒店, 因此能够增加销量和利润。

研究原创性/价值

首先, 本论文研究了SBVR对酒店虚拟产品展示的潜力, 并且提供实际测量结果, 证明了这种创新型展示对预定意图的促进作用

关键词

关键词 虚拟现实, 旅游住宿, 酒店, 产品展示, 网真, 预定意图

论文类型

研究型论文

Details

Journal of Hospitality and Tourism Technology, vol. 10 no. 3
Type: Research Article
ISSN: 1757-9880

Keywords

Article
Publication date: 6 July 2018

Eleanor Loiacono and Scott McCoy

The purpose of this paper is to investigate the negative impact the invasive nature of social media technologies (SMTs) can have on a user’s continued intention to use it.

1876

Abstract

Purpose

The purpose of this paper is to investigate the negative impact the invasive nature of social media technologies (SMTs) can have on a user’s continued intention to use it.

Design/methodology/approach

In order to understand the impact technology invasiveness (TI) has on people’s continued SMT behavior, a research model and corresponding survey were developed based on a comprehensive literature review and data collected from actual SMT users.

Findings

The authors found perceived usefulness has a large impact on user’s attitudes. Additionally, social networking (SN) has a significant and direct impact on both attitude toward the use of the SMT and its continued use. Another interesting finding is how strongly SN increases a user’s TI. The negative impact technology has on users’ lives comes from the need users feel to continue to update and manage their online persona.

Practical implications

Social media tools are becoming part of the workplace environment. If not careful, companies may introduce increased pressures on their workers to constantly be “connected” to SMTs. In order to obtain the advantages of SMT usage, companies would be wise to set expectation standards that alleviate some of this pressure.

Social implications

This growth in social media would lead one to assume that all is well with SMTs and their usage is similar to other web-based technologies. However, there are some negative effects of SMT that warrant society and companies pausing to rethink the focus on these technologies.

Originality/value

Previous research has looked at IT from system success and acceptance. In this paper, we investigate the negative impact the invasive nature of SMTs can have on a user’s continued intention to use it.

Details

Information Technology & People, vol. 31 no. 4
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 30 September 2022

Boying Li, Fangfang Hou, Zhengzhi Guan and Alain Yee Loong Chong

Charitable crowdfunding features are embedded in social media platforms to encourage pro-social behaviors. Although such new practice allows practitioners to leverage the power of…

1496

Abstract

Purpose

Charitable crowdfunding features are embedded in social media platforms to encourage pro-social behaviors. Although such new practice allows practitioners to leverage the power of a highly connected crowd, accomplishing the fundraising goal is still a challenge. This study seeks to understand what drives the donation intention in charitable crowdfunding features on social media platforms by examining the roles of social experience, empathy and personal impulsiveness.

Design/methodology/approach

A survey questionnaire was distributed to social media users in China to collect data. A total of 206 valid responses were analyzed using structural equation modeling to test the proposed hypotheses.

Findings

The results showed that empathy mediates interaction with the fundraiser and perceived proximity with the donatee on a user's donation intention. We also found that social influence on social media platforms positively influences empathy and donation intention. In addition, personal impulsiveness was found to moderate the relationship between empathy and donation intention.

Originality/value

This study contributes to existing literature and practices. It identifies three dimensions of social experience and examines their effects on donation intention, providing insights into the charitable crowdfunding features on social media. Moreover, this study extends the understanding to empathy by delineating its mediating role in the relationship between social experience and donation intention and examining how personal impulsiveness moderates the effect of empathy on donation intention. Furthermore, this study provides valuable insights for practitioners to craft strategies to stimulate pro-social behaviors and increase donations.

Details

Information Technology & People, vol. 36 no. 6
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 31 July 2024

Nida Shamim, Suraksha Gupta and Matthew Minsuk Shin

The purpose of this paper is to explore user engagement (UE) within the Metaverse (MV) environment, emphasising the crucial role of immersive experiences (IEs). This study aims to…

Abstract

Purpose

The purpose of this paper is to explore user engagement (UE) within the Metaverse (MV) environment, emphasising the crucial role of immersive experiences (IEs). This study aims to understand how IEs influence UE and the mediating effects of hedonic value (HV) and utilitarian value (UV) on this relationship. Additionally, the authors examine the moderating impacts of user perceptions (UPs) such as headset comfort, simulation sickness, prior knowledge and ease of use on the utilisation of the MV. This study seeks to elucidate the dynamics of virtual travel at a pre-experience stage, enhancing the comprehension of how digital platforms can revolutionise UE in travel and tourism.

Design/methodology/approach

This study used a triangulation methodology to provide a thorough investigation into the factors influencing UE in the MV. A systematic literature review (SLR) was conducted to frame the research context and identify relevant variables. To gather empirical data, 25 interviews were performed with active MV users, supplemented by a survey distributed to 118 participants. The data collected was analysed using structural equation modelling (SEM) to test the hypothesised relationships between IEs, UPs, HV and UV and their combined effect on UE within the MV.

Findings

The findings from the SEM indicate that engaging in the MV leads to a positive IE, which significantly enhances UE. Additionally, it was discovered that HV and UV play a mediating role in strengthening the link between IEs and UE. Furthermore, UPs, including headset comfort, simulation sickness, prior knowledge and ease of use, are significant moderators in the relationship between IEs and MV usage. These insights provide a nuanced understanding of the variables that contribute to and enhance UE in virtual environments.

Originality/value

This research contributes original insights into the burgeoning field of digital tourism by focusing on the MV, a rapidly evolving platform. It addresses the gap in the existing literature by delineating the complex interplay between IEs, UPs and value constructs within the MV. By using a mixed-method approach and advanced statistical analysis, this study provides a comprehensive model of UE specific to virtual travel platforms. The findings are particularly valuable for developers and marketers in the hospitality and tourism sectors seeking to capitalise on digital transformation and enhance UE through immersive technologies.

Details

International Journal of Contemporary Hospitality Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-6119

Keywords

Article
Publication date: 4 December 2023

Natalia Lavado-Nalvaiz, Laura Lucia-Palacios and Raúl Pérez-López

This paper analyses whether the humanisation of smart home speakers can improve users' attitudes towards covert information collection. Additionally, it examines the direct and…

Abstract

Purpose

This paper analyses whether the humanisation of smart home speakers can improve users' attitudes towards covert information collection. Additionally, it examines the direct and indirect impact of trust, social presence and user's perceived surveillance on attitude towards covert information collection.

Design/methodology/approach

A total of 679 American users of smart home speakers are surveyed, and their responses are analysed using structural equation modelling. Mediating effects are also examined.

Findings

Humanisation increases social presence, improves users' attitude towards covert information collection and has a U-shaped effect on trust. A negative effect of humanisation on perceived surveillance is demonstrated. Social presence reduces perceived surveillance levels and improves users' attitude towards covert information collection.

Originality/value

We examine attitude towards covert information collection as a new outcome variable. This study contributes to the growing body of research on humanisation by providing new evidence of how humanisation helps improve users' attitude towards covert information collection and generates trust in the service provider. This research indicates the important role of social presence.

Details

Journal of Research in Interactive Marketing, vol. 18 no. 4
Type: Research Article
ISSN: 2040-7122

Keywords

Article
Publication date: 3 April 2017

Wei Jin, Yongqiang Sun, Nan Wang and Xi Zhang

Prior studies on virtual product purchase have focused on external technological factor but have paid less attention to internal user factors. Thus, drawing upon the social…

3354

Abstract

Purpose

Prior studies on virtual product purchase have focused on external technological factor but have paid less attention to internal user factors. Thus, drawing upon the social presence and user engagement theories, the purpose of this paper is to develop a research model considering both technological factors and user factors and empirically examine the validity of the proposed research model.

Design/methodology/approach

A survey from 214 World of Warcraft players was conducted to test the proposed research model, and structural equation modelling approach (specifically, PLS) was used to test the proposed hypotheses.

Findings

The data analysis results suggest that both social presence and user engagement positively influence the intention to purchase virtual products. Furthermore, two technological factors, interactivity and sociability, are found to affect social presence, and two social factors, social ties and social identity, are found to affect user engagement.

Originality/value

This study proposes a dual factor framework (i.e. technological and user factors) to investigate the factors influencing the intention to purchase by integrating the social presence perspective and user engagement perspective. The findings would be beneficial for service provider of massively multiplayer online role-playing games to recognize that triggering user demand is of equal importance with offering better technologies and suggest new ways to promote users’ virtual product purchase intentions.

Details

Internet Research, vol. 27 no. 2
Type: Research Article
ISSN: 1066-2243

Keywords

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