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Article
Publication date: 23 January 2024

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.

Details

The International Journal of Information and Learning Technology, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 16 April 2024

Joyce 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.

Details

Performance Measurement and Metrics, vol. 25 no. 1
Type: Research Article
ISSN: 1467-8047

Keywords

Article
Publication date: 29 February 2024

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

Details

Online Information Review, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1468-4527

Keywords

Open Access
Article
Publication date: 16 April 2024

Aswathy Sreenivasan and M. Suresh

This study aims to emphasize the integration of lean start-up and design thinking approaches and investigate how they may be used together.

Abstract

Purpose

This study aims to emphasize the integration of lean start-up and design thinking approaches and investigate how they may be used together.

Design/methodology/approach

The report uses a systematic literature review methodology to analyze and summarize previous research on combining lean start-up and design thinking. Inferences were discovered and analyzed after relevant publications were chosen based on predetermined inclusion criteria.

Findings

The research shows that combining lean start-up and design thinking significantly impacts entrepreneurship. Start-ups can efficiently uncover consumer needs, reduce risks and improve their product or service offerings by combining the client-centricity of design thinking with the iterative and data-driven concepts of lean start-up. This integration promotes an innovative culture, gives teams the freedom to try new things and learn from mistakes and raises the possibility of start-up success.

Research limitations/implications

The dependence on pre-existing literature, which might cover only some potential uses and circumstances, is a weakness of this research. It is advised that more empirical research be conducted to determine the precise circumstances in which the integrated strategy performs best. Future studies should also explore the difficulties and drawbacks of using these approaches to offer suggestions for overcoming them and maximizing their advantages.

Practical implications

The findings have significant ramifications for business owners and other professionals working in the start-up environment. The combination of lean start-up and design thinking emphasizes the relevance of early customer interaction and empathy-driven design. To foster creativity and hasten the expansion of start-ups, practitioners are urged to create a comprehensive strategy that integrates the advantages of both techniques. Through this integration, business owners may develop solutions that appeal to their target market, increasing adoption rates and market competitiveness.

Originality/value

This study is interesting in comparing lean start-up and design thinking, emphasizing the overlaps and benefits of their application to entrepreneurship. This study discusses successful start-up methods by offering suggestions for future research and practice. It also provides a basis for further developing and adopting the integrated approach.

Details

Asia Pacific Journal of Innovation and Entrepreneurship, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2071-1395

Keywords

Article
Publication date: 17 April 2024

Jackie Khan and Sharyn Rundle-Thiele

The number of young people using e-cigarettes (commonly referred to as vaping) has grown at an alarming rate, creating the need for urgent action. This paper demonstrates rapid…

Abstract

Purpose

The number of young people using e-cigarettes (commonly referred to as vaping) has grown at an alarming rate, creating the need for urgent action. This paper demonstrates rapid step-by-step iterative application of the Co-create, Build and Engage (CBE) framework to showcase how marketing was applied in response to emerging trends that have negative health and environmental consequences. This paper aims to demonstrate how CBE is applied iteratively, ensuring student feedback leads module development.

Design/methodology/approach

In Study 1, a pure seven-step co-design implementation, 19 high school students were invited to co-design a vaping prevention approach that would work for them and other people like them. During the sensitisation phase of co-design, students completed one Blurred Minds Vaping module. Feedback grids were provided, with students identifying likes, dislikes and ideas. This likeability data was used, together with input from technical experts and pedagogical best practice, in a 12-week research and development project that aimed to develop a new online learning module focused on vaping and their environmental impacts for the Blurred Minds Academy. The new module was tested with 20 high school students. Feedback grids were provided once again, allowing a comparison of results.

Findings

Examination of feedback grid data demonstrates that the newly developed Vaping and the Environment module was improved. Considerations taken on board in the new module design (e.g. increased variability within the module) overcame criticisms expressed previously (e.g. it was boring and too long). Other criticisms remained evident, albeit at a much lower proportion suggesting the new Vaping and the Environment module, and future Blurred Minds module development, would benefit from iterative CBE application.

Originality/value

Conduit et al. (2022) note that marketing academia has been criticised for having an increasingly less relevant managerial agenda. This paper outlines a rapid step-by-step application of marketing in response to one of society’s most pressing health challenges – vaping. The iterative application of CBE is outlined, demonstrating that the student experience can be enhanced when marketing’s continual improvement mindset is used. This is the first vaping prevention programme that has included substantive information around the negative impacts of vaping on the environment.

Details

Journal of Social Marketing, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2042-6763

Keywords

Article
Publication date: 13 September 2022

Haixiao Dai, Phong Lam Nguyen and Cat Kutay

Digital learning systems are crucial for education and data collected can analyse students learning performances to improve support. The purpose of this study is to design and…

Abstract

Purpose

Digital learning systems are crucial for education and data collected can analyse students learning performances to improve support. The purpose of this study is to design and build an asynchronous hardware and software system that can store data on a local device until able to share. It was developed for staff and students at university who are using the limited internet access in areas such as remote Northern Territory. This system can asynchronously link the users’ devices and the central server at the university using unstable internet.

Design/methodology/approach

A Learning Box has been build based on minicomputer and a web learning management system (LMS). This study presents different options to create such a system and discusses various approaches for data syncing. The structure of the final setup is a Moodle (Modular Object Oriented Developmental Learning Environment) LMS on a Raspberry Pi which provides a Wi-Fi hotspot. The authors worked with lecturers from X University who work in remote Northern Territory regions to test this and provide feedback. This study also considered suitable data collection and techniques that can be used to analyse the available data to support learning analysis by the staff. This research focuses on building an asynchronous hardware and software system that can store data on a local device until able to share. It was developed for staff and students at university who are using the limited internet access in areas such as remote Northern Territory. This system can asynchronously link the users’ devices and the central server at the university using unstable internet. Digital learning systems are crucial for education, and data collected can analyse students learning performances to improve support.

Findings

The resultant system has been tested in various scenarios to ensure it is robust when students’ submissions are collected. Furthermore, issues around student familiarity and ability to use online systems have been considered due to early feedback.

Research limitations/implications

Monitoring asynchronous collaborative learning systems through analytics can assist students learning in their own time. Learning Hubs can be easily set up and maintained using micro-computers now easily available. A phone interface is sufficient for learning when video and audio submissions are supported in the LMS.

Practical implications

This study shows digital learning can be implemented in an offline environment by using a Raspberry Pi as LMS server. Offline collaborative learning in remote communities can be achieved by applying asynchronized data syncing techniques. Also asynchronized data syncing can be reliably achieved by using change logs and incremental syncing technique.

Social implications

Focus on audio and video submission allows engagement in higher education by students with lower literacy but higher practice skills. Curriculum that clearly supports the level of learning required for a job needs to be developed, and the assumption that literacy is part of the skilled job in the workplace needs to be removed.

Originality/value

To the best of the authors’ knowledge, this is the first remote asynchronous collaborative LMS environment that has been implemented. This provides the hardware and software for opportunities to share learning remotely. Material to support low literacy students is also included.

Details

Interactive Technology and Smart Education, vol. 21 no. 1
Type: Research Article
ISSN: 1741-5659

Keywords

Book part
Publication date: 29 January 2024

Galuh Candya Callista, Anjar Priyono and Dwi Asih Anggetha

This research aims to investigate the process of value creation, value delivery, and value capture in project-based companies. Most previous research focused on companies that…

Abstract

This research aims to investigate the process of value creation, value delivery, and value capture in project-based companies. Most previous research focused on companies that operate regularly and offer manufactured products or services. This research used companies in the field of information technology that developed software to explain how value creation, value delivery, and value capture occurred. A case study with qualitative research was applied to analyze between cases. Empirical findings showed that companies carry out six activities to ensure that value creation, value delivery, and value capture can be realized in the software development process. The six activities were iterative and not a rigid sequence. This research was limited to the software industry, and further research can test the results of this study by using a survey to increase the generalizability theory developed in this study.

Details

Digital Technology and Changing Roles in Managerial and Financial Accounting: Theoretical Knowledge and Practical Application
Type: Book
ISBN: 978-1-80455-973-4

Keywords

Article
Publication date: 6 February 2024

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…

148

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.

Details

Library Hi Tech, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0737-8831

Keywords

Content available
Book part
Publication date: 31 January 2024

Abstract

Details

Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Vernacular Knowledge in Galleries, Libraries, Archives, and Museums
Type: Book
ISBN: 978-1-80455-615-3

Article
Publication date: 29 February 2024

Ratna Candra Sari, Mahfud Sholihin, Fitra Roman Cahaya, Nurhening Yuniarti, Sariyatul Ilyana and Erna Fitriana

The purpose of this paper is to investigate the process by which the level of immersion in virtual reality-based behavioral simulation (VR-BS) impacts on the non-cognitive and…

Abstract

Purpose

The purpose of this paper is to investigate the process by which the level of immersion in virtual reality-based behavioral simulation (VR-BS) impacts on the non-cognitive and cognitive outcomes. The cognitive outcome is measured using the increase in the level of Sharia financial literacy, while the noncognitive outcome is measured using the behavioral intention to use VR-BS.

Design/methodology/approach

The method consists of two parts: First, the development of VR-BS, in the context of sharia financial literacy, using the waterfall model. Second, testing the effectiveness of VR-BS using the theory of interactive media effects framework. The participants were 142 students from three secondary schools (two Islamic religious schools and one public school) in Yogyakarta and Central Java, Indonesia. Partial least squares structural equation modeling was used for testing the hypotheses.

Findings

VR-BS creates a perceived coolness and vividness, which in turn has an impact on increasing the participants’ engagement. Also, the use of VR has an impact on natural mapping, which increases a user’s engagement through its perceived ease of use. As predicted, the user’s engagement affects VR’s behavior, mediated by the user’s attitude toward VR media. VR’s interactivity, however, does not impact on the cognitive aspect.

Research limitations/implications

The participants were not randomly selected, as the data were collected during the COVID-19 pandemic. As a result, the majority of the participants had never tried VR before this study. The participants, however, were digital natives.

Practical implications

It is implied from the findings that Islamic financial business actors and the relevant government agencies (e.g. the Indonesian Financial Services Authority [OJK], the Ministry of Education, Culture, Research and Technology and the Ministry of Religious Affairs) should collaborate to best prepare the future generation of ummah by using VR-BS in their joint promotion and education programs. The results of the current study reveal that the use of VR-BS may attract people to engage in Islamic financial activities. By engaging in such activities, or at least engaging in real-life simulations/classes/workshops, people may gradually acquire more knowledge about Islamic finance.

Originality/value

As predicted, the user’s engagement has an impact on behavior toward VR-BS, which is mediated by attitude toward VR-BS.

Details

Journal of Islamic Accounting and Business Research, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1759-0817

Keywords

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