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1 – 10 of over 1000
Article
Publication date: 18 January 2024

Yahan Xiong and Xiaodong Fu

Users often struggle to select choosing among similar online services. To help them make informed decisions, it is important to establish a service reputation measurement…

Abstract

Purpose

Users often struggle to select choosing among similar online services. To help them make informed decisions, it is important to establish a service reputation measurement mechanism. User-provided feedback ratings serve as a primary source of information for this mechanism, and ensuring the credibility of user feedback is crucial for a reliable reputation measurement. Most of the previous studies use passive detection to identify false feedback without creating incentives for honest reporting. Therefore, this study aims to develop a reputation measure for online services that can provide incentives for users to report honestly.

Design/methodology/approach

In this paper, the authors present a method that uses a peer prediction mechanism to evaluate user credibility, which evaluates users’ credibility with their reports by applying the strictly proper scoring rule. Considering the heterogeneity among users, the authors measure user similarity, identify similar users as peers to assess credibility and calculate service reputation using an improved expectation-maximization algorithm based on user credibility.

Findings

Theoretical analysis and experimental results verify that the proposed method motivates truthful reporting, effectively identifies malicious users and achieves high service rating accuracy.

Originality/value

The proposed method has significant practical value in evaluating the authenticity of user feedback and promoting honest reporting.

Details

International Journal of Web Information Systems, vol. 20 no. 2
Type: Research Article
ISSN: 1744-0084

Keywords

Open Access
Article
Publication date: 17 April 2024

Ahmed Hanafi Mokhtar

This study aims to introduce the design and the design process for an innovative sanitary fixture to be used in public facilities for the purpose of ablution. This purpose-made…

Abstract

Purpose

This study aims to introduce the design and the design process for an innovative sanitary fixture to be used in public facilities for the purpose of ablution. This purpose-made fixture is needed to support the hygienic, safe and comfortable performance of this essential function in public facilities in many parts of the world. The study also clarifies the need for this function and critically reviews current designs to address it.

Design/methodology/approach

The study started by critically reviewing the standard built-in models for ablution. It also identified and analyzed new approaches to designing standalone ablution fixtures. The study then specified the characteristics of a better ablution fixture and involved drafting a design based on these characteristics, making a wooden prototype to test the design and receiving users’ feedback. The design was adjusted and tested again for more feedback. Finally, the study resulted in the development of a final design. It used digital fabrication to create the design prototype with improved aesthetics, tested it again and received user feedback.

Findings

A survey of users showed that they found the innovative fixture more comfortable and safer than the commonly used built-in models. The main concern was the potential for water to splash on clothes from the high faucet.

Originality/value

In addition to showing an innovative design for a purpose-made sanitary fixture for ablution, the study makes the reader aware of the various challenges of providing a hygienic, safe and comfortable facility for users to perform this function. This is very useful for the many designers and facility managers who deal with the issue.

Details

Facilities , vol. 42 no. 15/16
Type: Research Article
ISSN: 0263-2772

Keywords

Article
Publication date: 16 April 2024

Fathima 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.

Details

Built Environment Project and Asset Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2044-124X

Keywords

Article
Publication date: 14 December 2023

John Aliu, Ayodeji Emmanuel Oke, Timilehin Abayomi, Clinton Aigbavboa and Sina Makanjuola

With a view to ensuring the effective and efficient delivery of construction projects, this study evaluates the critical success factors (CSFs) for the adoption of gamification…

Abstract

Purpose

With a view to ensuring the effective and efficient delivery of construction projects, this study evaluates the critical success factors (CSFs) for the adoption of gamification principles by construction professionals in developing countries, with an emphasis on Nigeria.

Design/methodology/approach

This study adopted a post-positivism philosophical approach, using a questionnaire survey to obtain quantitative data from 126 construction professionals in Lagos State. The data obtained were analyzed using frequencies, percentages, mean item scores (MIS), Kruskal–Wallis H-test and principal component analysis (PCA) as part of the exploratory factor analysis (EFA).

Findings

The findings indicated that the most significant factors for the adoption of gamification principles in the construction industry were “clear game mechanics and rules,” “incentives and rewards for users,” “secure and reliable technology infrastructure,” “real-time progress tracking and feedback” and “clear and measurable objectives.” Employing factor analysis, these CSFs were subsequently grouped into three primary clusters, namely “relevance and user experience,” “technology and support” and “integration and process.”

Practical implications

These findings not only enrich the existing theoretical framework but also provide a solid foundation upon which researchers can build for further theoretical development. This study also offers valuable insights that can inform and improve practical applications of gamification within the construction industry.

Originality/value

While prior research has explored gamification in various contexts, the unique contribution of this study is the thorough investigation of CSFs for gamification adoption specifically within the construction industry. In essence, this study fills a critical gap in the literature by offering fresh perspectives and tailored solutions for the construction industry's specific gamification needs.

Details

Built Environment Project and Asset Management, vol. 14 no. 2
Type: Research Article
ISSN: 2044-124X

Keywords

Article
Publication date: 9 May 2023

Jing Chen, Hongli Chen and Yingyun Li

Cross-app interactive search has become the new normal, but the characteristics of their tactic transitions are still unclear. This study investigated the transitions of daily…

Abstract

Purpose

Cross-app interactive search has become the new normal, but the characteristics of their tactic transitions are still unclear. This study investigated the transitions of daily search tactics during the cross-app interaction search process.

Design/methodology/approach

In total, 204 young participants' impressive cross-app search experiences in real daily situations were collected. The search tactics and tactic transition sequences in their search process were obtained by open coding. Statistical analysis and sequence analysis were used to analyze the frequently applied tactics, the frequency and probability of tactic transitions and the tactic transition sequences representing characteristics of tactic transitions occurring at the beginning, middle and ending phases. 

Findings

Creating the search statement (Creat), evaluating search results (EvalR), evaluating an individual item (EvalI) and keeping a record (Rec) were the most frequently applied tactics. The frequency and probability of transitions differed significantly between different tactic types. “Creat? EvalR? EvalI? Rec” is the typical path; Initiate the search in various ways and modifying the search statement were highlighted at the beginning phase; iteratively creating the search statement is highlighted in the middle phase; Moreover, utilization and feedback of information are highlighted at the ending phase. 

Originality/value

The present study shed new light on tactic transitions in the cross-app interactive environment to explore information search behaviour. The findings of this work provide targeted suggestions for optimizing APP query, browsing and monitoring systems.

Details

Information Technology & People, vol. 37 no. 3
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 20 October 2023

Matthias Pepin, Maripier Tremblay, Luc K. Audebrand and Sonia Chassé

Business model (BM) canvases have been used in educational institutions and business incubators for over a decade to assist students and start-up entrepreneurs in developing their…

Abstract

Purpose

Business model (BM) canvases have been used in educational institutions and business incubators for over a decade to assist students and start-up entrepreneurs in developing their business projects. Given the urgency of tackling sustainability challenges, several tools have emerged to stimulate sustainable business modeling (SBM). However, these tools are often too complex for nonexperts in business modeling or sustainability, and thus insufficiently user-friendly for educational contexts. This study aims to address this pedagogical gap by describing the design process of the responsible business model canvas (RBMC).

Design/methodology/approach

The authors relied on a design science research methodology involving the active participation of end users, entrepreneurship educators, business coaches and external partners. The authors proposed four criteria and ten subcriteria to analyze existing SBM canvases based on their user-friendliness and to design the initial prototype of the RBMC. The RBMC was subsequently tested in various settings, including classroom assignments and business incubation programs, with over 1,000 university students. The tool was refined and assessed throughout the development process, incorporating feedback from focus groups with start-up entrepreneurs.

Findings

Through the development process, the authors created a user-friendly tool to help novice student and start-up entrepreneurs integrate sustainability into their BMs: the RBMC. The canvas consists of 14 building blocks grouped into four areas: consistency (mission, vision, values), desirability (value propositions, customer segments, users and beneficiaries, customer relationships and channels), feasibility (key activities, key resources, key partners and stakeholders and governance) and viability (cost structure, revenues streams, negative impacts and positive impacts).

Research limitations/implications

The research methods and user-friendliness criteria in this study can be applied in other contexts to design tools to support sustainable entrepreneurship education. While the RBMC is currently being used in several educational institutions throughout the world, its impacts in different pedagogical and cultural settings require further validation.

Practical implications

The RBMC is a user-friendly tool to introduce students and start-up entrepreneurs to SBM. It helps raise users’ awareness about sustainability concerns, challenging them to consider issues they might have otherwise overlooked. Some participants even shifted their outlook and were motivated to develop a long-term vision integrating compensatory, mitigative or corrective actions into their BMs.

Originality/value

The RBMC is the outcome of a balanced approach that combines both pragmatic (i.e. user-friendliness) and normative (i.e. sustainability) perspectives. It provides users with a systematic approach for integrating and applying sustainability issues in their business projects.

Details

International Journal of Sustainability in Higher Education, vol. 25 no. 3
Type: Research Article
ISSN: 1467-6370

Keywords

Article
Publication date: 28 February 2023

Md Shamim Hossain and Mst Farjana Rahman

The main goal of this study is to employ unsupervised (lexicon-based) learning approaches to identify readers' emotional dimensions and thumbs-up empathy reactions to reviews of…

Abstract

Purpose

The main goal of this study is to employ unsupervised (lexicon-based) learning approaches to identify readers' emotional dimensions and thumbs-up empathy reactions to reviews of online travel agency apps based on appraisal and stimulus–organism–response (SOR) theories.

Design/methodology/approach

Using the Google Play Scraper, we gathered a total of 402,431 reviews from the Google Play Store for two travel agency apps, Tripadvisor and Booking.com. Following the filtering and cleaning of user reviews, we used lexicon-based unsupervised machine learning algorithms to investigate the associations between various emotional dimensions of reviews and review readers' thumbs-up reactions.

Findings

The study's findings reveal that the sentiment of different sorts of reviews has a substantial influence on review readers' emotional experiences, causing them to give the app a thumbs up review. Furthermore, readers' thumbs-up responses to the text reviews differed depending on the eight emotional aspects of the reviews.

Practical implications

The results of this research can be applied in the development of online travel agency apps. The findings suggest that app developers can enhance users' emotional experiences by considering the sentiment and emotional aspects of reviews in their design and implementation. Additionally, the results can be used by travel agencies to improve their online reputation and attract more customers by providing a positive user experience.

Social implications

The findings of this research have the potential to have a significant impact on society by providing insights into the emotional experiences of users when they engage with online travel agency apps. The study highlights the importance of considering the emotional aspect of user reviews, which can help app developers to create more user-friendly and empathetic products.

Originality/value

The current study is the first to evaluate the impact of users' thumbs-up empathetic reactions on user evaluations of online travel agency applications using unsupervised (lexicon-based) learning methodologies.

Details

Journal of Hospitality and Tourism Insights, vol. 7 no. 1
Type: Research Article
ISSN: 2514-9792

Keywords

Article
Publication date: 25 March 2024

Ashraf M. Salama and Madhavi P. Patil

This paper introduces the YouWalk-UOS mobile application, a tool that revolutionises the assessment of urban open spaces (UOS). The paper demonstrates how integrating real-time…

Abstract

Purpose

This paper introduces the YouWalk-UOS mobile application, a tool that revolutionises the assessment of urban open spaces (UOS). The paper demonstrates how integrating real-time, on-ground observations with users’ reactions into a digital platform can transform the evaluation of urban open spaces. It seeks to address the existing shortcomings of traditional UOS assessment methods and underscore the need for innovative, adaptable and inclusive approaches.

Design/methodology/approach

Emphasizing the necessity of UOS for mental and physical health, community interaction and social and environmental resilience in cities, the methodology involves a comprehensive analysis of a number of theoretical frameworks that have historically influenced urban open space conceptualisation, design and assessment. The approach includes a critical review of traditional UOS assessment methods, contrasting them with the capabilities of the proposed YouWalk-UOS application. Building on the reviewed theoretical frameworks, the methodology articulates the application’s design, which encompasses 36 factors across three assessment domains: functional, social and perceptual and provides insights into how technology can be leveraged to offer a more holistic and participatory approach to urban space assessment.

Findings

YouWalk-UOS application represents an important advancement in urban space assessment, moving beyond the constraints of traditional methods. The application facilitates a co-assessment approach, enabling community members to actively participate in the evaluation and development of their urban environments. Findings highlight the essential role of technology in making urban space assessment more user-centred, aligning more closely with community needs and aspirations.

Originality/value

The originality lies in the focus on the co-assessment approach and integration of mobile technology into urban open space assessment, a relatively unexplored area in urban design literature. The application stands out as an innovative solution, offering a new perspective on engaging communities in co-assessing their environments. This research contributes to the discourse on urban design and planning by providing a fresh look at the intersection of technology, user engagement and urban space assessment.

Details

Open House International, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0168-2601

Keywords

Article
Publication date: 19 April 2024

Hao-Yue Bai, Yi-Wen Bao and Jung-Hee Kim

This research delves into the dynamic realm of app design by examining the impact of app icon familiarity and authority on image fit, influencing users' app usage intention…

Abstract

Purpose

This research delves into the dynamic realm of app design by examining the impact of app icon familiarity and authority on image fit, influencing users' app usage intention. Focusing on the distinctive circumstances of Chinese and Korean customers, the study aims to provide insightful information about how application user behavior changes.

Design/methodology/approach

Utilizing structural equation modeling, the study employs data from 293 Korean and Chinese consumers. The research design incorporates a thoughtful approach, including parallel translation methods, focus group interviews, and pre-experimental testing to ensure survey accuracy and validity. The study strategically selects stimuli from the Apple App Store rankings, emphasizing icon features and type considerations.

Findings

The results provide important new information about the connections between usage intention, image fit, authority, and familiarity with app icons. Notably, app icon familiarity and authority positively influence image fit. Furthermore, app icon image fit emerges as a positive predictor of usage intention, mediating the complex interplay between familiarity, authority, and intention. The study also identifies moderating effects, shedding light on the nuanced role of app icon features and types.

Originality/value

Originating from a comprehensive exploration of icons, this study significantly contributes to the field by exploring icon differences and uncovering the intricate mechanisms guiding users' decisions. The findings offer valuable insights for app designers, marketers, and researchers seeking a deeper understanding of user behavior in diverse cultural contexts, thereby enhancing the theoretical and practical foundations in app usability and consumer behavior.

Details

Asia Pacific Journal of Marketing and Logistics, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1355-5855

Keywords

Article
Publication date: 10 August 2023

Yang Cai, Xiujun Li and Wendian Shi

This study employed self-determination theory (SDT) and the “Motivational affordance–Psychological outcomes–Behavioral outcomes” framework to investigate the relationship between…

Abstract

Purpose

This study employed self-determination theory (SDT) and the “Motivational affordance–Psychological outcomes–Behavioral outcomes” framework to investigate the relationship between gamification features and knowledge-sharing behavior in online communities.

Design/methodology/approach

A theoretical model was tested with 281 Chinese users from an online social question and answer (Q&A) community. Partial least square structural equation modeling was applied to analyze the data.

Findings

The empirical results revealed that competence mediated the effects of immersion and achievement-related gamification features on knowledge sharing. Moreover, relatedness mediated the effects of immersion, achievement and social-related gamification features on knowledge sharing.

Research limitations/implications

This study was conducted on a Chinese Q&A platform, and the results may not be generalizable to other cultures or service providers with different goals.

Practical implications

The study's findings indicate that gamification could serve as an effective toolkit for incentivizing and promoting knowledge sharing in online communities. The findings thus provide strategic insights for administrators of online communities seeking to leverage gamification designs to encourage user participation in knowledge-sharing activities.

Originality/value

Research on the role of gamification in promoting knowledge sharing has been limited in scope and has focused on tourism comment communities. Little evidence exists on the effect of gamification within social Q&A communities. Further, the finding of gamification's positive role in motivating knowledge sharing indicates the need for the knowledge-sharing field to focus on contextual factors.

Details

Online Information Review, vol. 48 no. 2
Type: Research Article
ISSN: 1468-4527

Keywords

1 – 10 of over 1000