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1 – 10 of over 3000Fathima Sabrina Nazeer, Imriyas Kamardeen and Abid Hasan
Many buildings fail to meet user expectations, causing a performance gap. Pre-occupancy evaluation (PrOE) is believed to have the potential to close the gap. It enables designers…
Abstract
Purpose
Many buildings fail to meet user expectations, causing a performance gap. Pre-occupancy evaluation (PrOE) is believed to have the potential to close the gap. It enables designers to obtain end-user feedback in the design phase and improve the design for better performance. However, PrOE implementation faces challenges due to still maturing knowledgebase. This study aims to understand the state-of-the-art knowledge of PrOE, thereby identifying future research needs to advance the domain.
Design/methodology/approach
A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) framework was conducted. A thorough search in five databases and Google Scholar retrieved 90 articles, with 30 selected for systematic review after eliminating duplicates and irrelevant articles. Bibliometric analyses were performed using VOSviewer and Biblioshiny on the article metadata, and thematic analyses were conducted on their contents.
Findings
PrOE is a vehicle for engaging building end-users in the design phase to address the credibility gap caused by the discrepancies between the expected and actual performance of buildings. PrOE has gained limited applications in healthcare, residential, office and educational building design for two broad purposes: design management and marketing. Using virtual reality technologies for PrOE has demonstrated significant benefits. Yet, the PrOE domain needs to mature in multiple perspectives to serve its intended purpose effectively.
Originality/value
This study identifies four knowledge gaps for future research to advance the PrOE domain: (1) developing a holistic PrOE framework, integrating comprehensive performance evaluation criteria, useable at different stages of the design phase and multi-criteria decision algorithms, (2) developing a mixed reality tool, embodying the holistic PrOE framework, (3) formulating a PrOE framework for adaptive reuse of buildings and (4) managing uncertainties in user requirements during the lifecycle in PrOE decisions.
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Junping Qiu, Zhongyang Xu, Haibei Luo, Jianing Zhou and Yu Zhang
Establishing and developing digital science and education evaluation platforms (DSEEPs) have several practical implications for the development of China's science, technology and…
Abstract
Purpose
Establishing and developing digital science and education evaluation platforms (DSEEPs) have several practical implications for the development of China's science, technology and education. Identifying and analyzing the key factors influencing DSEEP user experience (UX) can improve the users' willingness to use the platform and effectively promote its sustainable development.
Design/methodology/approach
First, a literature survey, a five-element model of UX and semi-structured interviews were used in this study to develop a DSEEP UX-influencing factor model, which included five dimensions and 22 influencing factors. Second, the model validity was verified using questionnaire data. Finally, the key influencing factors were identified and analyzed using a fuzzy decision-making trial and evaluation laboratory (fuzzy-DEMATEL) method.
Findings
Fourteen influencing factors, including diverse information forms and comprehensive information content, are crucial for the DSEEP UX. Its optimization path is “‘Function Services’ → ‘Information Resources’ → ‘Interaction Design’ → ‘Interface Design’ and ‘Visual Design’.” In this regard, platform managers can take the following measures to optimize UX: strengthening functional services, improving information resources, enhancing the interactive experience and considering interface effects.
Originality/value
This study uses a combination of qualitative and quantitative research methods to determine the key influencing factors and optimization path of DSEEP UX. Optimization suggestions for UX are proposed from the perspective of platform managers, who provide an effective theoretical reference for innovating and developing a DSEEP.
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Jing Li, Xin Xu and Eric W.T. Ngai
We investigate the joint impacts of three trust cues – content, sentiment and helpfulness votes – of online product reviews on the trust of reviews and attitude toward the…
Abstract
Purpose
We investigate the joint impacts of three trust cues – content, sentiment and helpfulness votes – of online product reviews on the trust of reviews and attitude toward the product/service reviewed.
Design/methodology/approach
We performed three studies to test our research model, presenting participants with scenarios involving product reviews and prior users' helpful and unhelpful votes across experimental settings.
Findings
A high helpfulness ratio boosts users’ trust and influences behaviors in both positive and negative reviews. This effect is more pronounced in attribute-based reviews than emotion-based ones. Unlike the ratio effect, helpfulness magnitude significantly impacts only negative attribute-based reviews.
Research limitations/implications
Future research should investigate voting systems in various online contexts, such as Facebook post likes, Twitter microblog thumb-ups and up-votes for article comments on platforms like The New York Times.
Practical implications
Our findings have significant implications for voting system-providers implementing information techniques on third-party review platforms, participatory sites emphasizing user-generated content and online retailers prioritizing product awareness and reputation.
Originality/value
This study addresses an identified need; that is, the helpfulness votes as an additional trust cue and the joint effects of three trust cues – content, sentiment and helpfulness votes – of online product reviews on the trust of customers in reviews and their consequential attitude toward the product/service reviewed.
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Zheng Wang and Rong Deng
Fitness games, as a medium that combines playfulness and usefulness for exercise, face challenges in sustaining long-term user engagement. Currently, there is limited research…
Abstract
Purpose
Fitness games, as a medium that combines playfulness and usefulness for exercise, face challenges in sustaining long-term user engagement. Currently, there is limited research exploring factors influencing users' continued intention to use from the perspective of user experience. Therefore, this study aims to investigate the priority of various user experience attributes of fitness games in promoting users' sustained engagement and to construct a user behavior model, offering theoretical guidance for designers and businesses.
Design/methodology/approach
This study distributed 441 survey questionnaires and, based on the fundamental characteristics of external games, established a model for users' continued intention to use external games. It explores the impact of various gaming elements on users' continued intention to use fitness games and the relationships between these elements.
Findings
The study indicates that usefulness, functional quality, and ease of use directly influence players' intention to continue playing external games. Social interactions, technical quality, and playfulness do not have an impact on the continued intention to use.
Originality/value
This research breaks away from the bias of previous studies overly focusing on playfulness in games. It fills the research gap regarding the continued intention to use fitness games and provides insights into the design and operation of fitness games.
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Donghee Shin, Kulsawasd Jitkajornwanich, Joon Soo Lim and Anastasia Spyridou
This study examined how people assess health information from AI and improve their diagnostic ability to identify health misinformation. The proposed model was designed to test a…
Abstract
Purpose
This study examined how people assess health information from AI and improve their diagnostic ability to identify health misinformation. The proposed model was designed to test a cognitive heuristic theory in misinformation discernment.
Design/methodology/approach
We proposed the heuristic-systematic model to assess health misinformation processing in the algorithmic context. Using the Analysis of Moment Structure (AMOS) 26 software, we tested fairness/transparency/accountability (FAccT) as constructs that influence the heuristic evaluation and systematic discernment of misinformation by users. To test moderating and mediating effects, PROCESS Macro Model 4 was used.
Findings
The effect of AI-generated misinformation on people’s perceptions of the veracity of health information may differ according to whether they process misinformation heuristically or systematically. Heuristic processing is significantly associated with the diagnosticity of misinformation. There is a greater chance that misinformation will be correctly diagnosed and checked, if misinformation aligns with users’ heuristics or is validated by the diagnosticity they perceive.
Research limitations/implications
When exposed to misinformation through algorithmic recommendations, users’ perceived diagnosticity of misinformation can be predicted accurately from their understanding of normative values. This perceived diagnosticity would then positively influence the accuracy and credibility of the misinformation.
Practical implications
Perceived diagnosticity exerts a key role in fostering misinformation literacy, implying that improving people’s perceptions of misinformation and AI features is an efficient way to change their misinformation behavior.
Social implications
Although there is broad agreement on the need to control and combat health misinformation, the magnitude of this problem remains unknown. It is essential to understand both users’ cognitive processes when it comes to identifying health misinformation and the diffusion mechanism from which such misinformation is framed and subsequently spread.
Originality/value
The mechanisms through which users process and spread misinformation have remained open-ended questions. This study provides theoretical insights and relevant recommendations that can make users and firms/institutions alike more resilient in protecting themselves from the detrimental impact of misinformation.
Peer review
The peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-04-2023-0167
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Xuanhui Liu, Karl Werder, Alexander Maedche and Lingyun Sun
Numerous design methods are available to facilitate digital innovation processes in user interface design. Nonetheless, little guidance exists on their appropriate selection…
Abstract
Purpose
Numerous design methods are available to facilitate digital innovation processes in user interface design. Nonetheless, little guidance exists on their appropriate selection within the design process based on specific situations. Consequently, design novices with limited design knowledge face challenges when determining suitable methods. Thus, this paper aims to support design novices by guiding the situational selection of design methods.
Design/methodology/approach
Our research approach includes two phases: i) we adopted a taxonomy development method to identify dimensions of design methods by reviewing 292 potential design methods and interviewing 15 experts; ii) we conducted focus groups with 25 design novices and applied fuzzy-set qualitative comparative analysis to describe the relations between the taxonomy's dimensions.
Findings
We developed a novel taxonomy that presents a comprehensive overview of design conditions and their associated design methods in innovation processes. Thus, the taxonomy enables design novices to navigate the complexities of design methods needed to design digital innovation. We also identify configurations of these conditions that support the situational selections of design methods in digital innovation processes of user interface design.
Originality/value
The study’s contribution to the literature lies in the identification of both similarities and differences among design methods, as well as the investigation of sufficient condition configurations within the digital innovation processes of user interface design. The taxonomy helps design novices to navigate the design space by providing an overview of design conditions and the associations between methods and these conditions. By using the developed taxonomy, design novices can narrow down their options when selecting design methods for their specific situations.
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Shamima Yesmin and Md. Atikuzzaman
This study aims to investigate the usability of a public university website for measuring its efficiency, users’ satisfaction or anxiety while searching for and retrieving…
Abstract
Purpose
This study aims to investigate the usability of a public university website for measuring its efficiency, users’ satisfaction or anxiety while searching for and retrieving information through different devices.
Design/methodology/approach
A task-based approach was adopted for the study. Twenty-eight participants were asked to complete 11 information-searching tasks on the website. The participants were divided into two groups. The tasks were carried out by members of each group, using desktop and mobile devices in a rotating fashion. Volunteers observed the participants' actions and recorded information regarding their productivity, time usage (using a timer), satisfaction or annoyance while performing each task. Finally, based on the use of the devices, a comparison was established between the participants' performance accuracy, efficiency and anxiety.
Findings
The study provides an overview of a task-based user experience carried out on the university website using a combination of qualitative and quantitative research methods. According to the results, participants' satisfaction levels were generally high, and their anxiety levels were low while completing the tasks on a mobile device. In comparison to the desktop, it took less time overall to complete all tasks. On the other hand, using a desktop computer (97.1%) resulted in better task completion success rates for participants than using a mobile device (85.7%).
Originality/value
No previous task-based evaluation study of this kind has been conducted to assess the usability of any university website in Bangladesh.
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Antoine Millet, Audrey Abi Akle and Jérémy Legardeur
Regarding industrial sports products, there is sometimes a dual sport and health meaning intended by designers. Appearances of sport products are often quite opposite to health…
Abstract
Purpose
Regarding industrial sports products, there is sometimes a dual sport and health meaning intended by designers. Appearances of sport products are often quite opposite to health products. Design choices made by designers can thus be misunderstood by users. This paper aims to deeper understand the perception gap between designers and users within earlier stages of the design process to limit this confusion and help designers.
Design/methodology/approach
The authors propose an approach to help designers defining the perception of a new dual and hybrid product field. The first step is to collect designers’ perception through interviews combined with card sorting. The second step is to compare the perception of designers with that of users. Comparisons are based on an agreement measure.
Findings
The approach provides a first step to evaluate the perception of a dual hybrid product field. It allows designers to extract trends and perceptions to be considered for the design of products, to consolidate and confirm their intuitions regarding the intended dual meaning.
Originality/value
The main contribution of this paper is to evaluate the perception of a new and non-defined hybrid product field presenting a duality in appearance. This approach can be used by designers either to identify trends to be considered, reinforce the intended meaning, or validate their intuitions while designing products with dual meanings before.
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Sou Hyun Jang, Yong Jeong Yi and Yun-Mi Song
The primary objective was to develop a user-centered mobile health application (app) tailored to the specific health information needs of among immigrant women from diverse…
Abstract
Purpose
The primary objective was to develop a user-centered mobile health application (app) tailored to the specific health information needs of among immigrant women from diverse backgrounds in Korea.
Design/methodology/approach
In-depth interviews were conducted with 24 immigrant women to gain insights into their health information-seeking behavior. Based on the findings, a mobile app was designed and developed. A beta version of the app underwent validation by an MD and seven expert reviewers who assessed the app for content accuracy and conformance to mobile heuristics. Last, immigrant women (n = 12) evaluated the usability of the app.
Findings
The study revealed that the interviewed immigrant women had strong health information needs related to pregnancy and parenting. Most of them used multiple sources to find and verify health information. Language barriers were identified as a major obstacle to accessing and evaluating health information. The results of the user test indicated that the app effectively facilitated study participants' search for reliable health information, meeting their specific needs.
Research limitations/implications
This research extended the literature by addressing the limited availability of mobile apps tailored to the health information needs of immigrant women in Korea.
Originality/value
By incorporating multilingual support and focusing on pregnancy and parenting information, the health app serves as a valuable tool to bridge the gap in health information access and to facilitate the well-being of immigrant women in the country.
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Marta B. Erdos, Tamas Karpati, Robert Rozgonyi and Rebeka Jávor
This paper aims to explore the potential utility of Identity Structure Analysis (ISA) in single-case and group-level outcome and process evaluations.
Abstract
Purpose
This paper aims to explore the potential utility of Identity Structure Analysis (ISA) in single-case and group-level outcome and process evaluations.
Design/methodology/approach
A study was conducted to evaluate mentalization-based therapy by using ISA and its linked framework software, Ipseus. Ten patients with borderline personality disorder and substance use disorder were involved in the study. ISA/Ipseus was administered prior to and at the completion of the treatment. Five-year follow-up data, comprising behavioural indicators, were also collected and compared to ISA/Ipseus results.
Findings
Improvements occurred in the evaluation of stressful, demanding and emotionally burdening situations. Evaluations on concerned others also improved, together with progress in self-reflection. Changes in the evaluation of recovery-related themes were less salient. On a case level, changes in the self-states and role models were consistent with the results of the five-year-follow up data. An initial crisis state seems suggestive of progress, while initial defensive positions with high positive self-regard, of stagnation.
Originality/value
ISA/Ipseus, integrating the benefits of qualitative and quantitative approaches in evaluation, is a potential method to explore the complexity of identity changes during therapy.
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