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Article
Publication date: 6 February 2017

Paul Alonso Gaona-García, David Martin-Moncunill and Carlos Enrique Montenegro-Marin

This paper aims to present an overview of the challenges encountered in integrating visual search interfaces into digital libraries and repositories. These challenges come in…

3009

Abstract

Purpose

This paper aims to present an overview of the challenges encountered in integrating visual search interfaces into digital libraries and repositories. These challenges come in various forms, including information visualisation, the use of knowledge organisation systems and metadata quality. The main purpose of this study is the identification of criteria for the evaluation and integration of visual search interfaces, proposing guidelines and recommendations to improve information retrieval tasks with emphasis on the education-al context.

Design/methodology/approach

The information included in this study was collected based on a systematic literature review approach. The main information sources were explored in several digital libraries, including Science Direct, Scopus, ACM and IEEE, and include journal articles, conference proceedings, books, European project reports and deliverables and PhD theses published in an electronic format. A total of 142 studies comprised the review.

Findings

There are several issues that authors did not fully discuss in this literature review study; more specific, aspects associated with access of digital resources in digital libraries and repositories based on human computer interaction, i.e. usability and learnability of user interfaces; design of a suitable navigation method of search based on simple knowledge organisation schemes; and the use of usefulness of visual search interfaces to locate relevant resources.

Research limitations/implications

The main steps for carrying out a systematic review are drawn from health care; this methodology is not commonly used in fields such as digital libraries and repositories. The authors aimed to apply the fundamentals of the systematic literature review methodology considering the context of this study. Additionally, there are several aspects of accessibility that were not considered in the study, such as accessibility to content for disabled people as defined by ISO/IEC 40500:2012.

Originality/value

No other systematic literature reviews have been conducted in this field. The research presents an in-depth analysis of the criteria associated with searching and navigation methods based on the systematic literature review approach. The analysis is relevant for researchers in the field of digital library and repository creation in that it may direct them to considerations in designing and implementing visual search interfaces based on the use of information visualisation.

Details

The Electronic Library, vol. 35 no. 1
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 22 January 2021

Dezhi Wu, Jingjun (David) Xu and Sue Abdinnour

The paper aims to investigate how a tablet's design features, namely, its navigation design and visual appearance, influence users' enjoyment, concentration and control, when…

Abstract

Purpose

The paper aims to investigate how a tablet's design features, namely, its navigation design and visual appearance, influence users' enjoyment, concentration and control, when using tablets for problem-solving, and thereafter how their core flow experiences impact their perceived performance and efficiency with problem-solving.

Design/methodology/approach

This study uses a field survey approach to engage 87 participants in a decision sciences class to use eTextbooks and a few other associated educational apps including CourseSmart app for e-notes and highlighting, sketchbook app and a calculator app in tablets to resolve class problems at a large US university.

Findings

This study finds that the tablet's interface design features (navigation and visual appearance) make users engrossed in their problem-solving processes with perceived enjoyment, concentration and control. This, in turn, impacts their perceived performance and efficiency. Moreover, visual appearance plays the most significant role in arousing users' affective emotions (i.e. enjoyment), while interface navigation is crucial to engage users' deep concentration (i.e. cognition) and control for problem-solving.

Practical implications

Modern tablets are being used widely in various sectors. More in-depth user flow experience design associated with tablet use for problem-solving contexts should be further advocated in order to provide more engaging and meaningful flow experiences to users.

Originality/value

This study shows that the design of the tablet interface can engage users in problem-solving processes in both affective and cognitive ways. It provides valuable insights on tablet interface design for problem-solving.

Details

Information Technology & People, vol. 35 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 17 November 2023

Weimin Zhai, Zhongzhen Lin and Biwen Xu

With the rapid development of technology, 360° panorama on mobile as a very convenient way to present virtual reality has brought a new shopping experience to consumers. Usually…

Abstract

Purpose

With the rapid development of technology, 360° panorama on mobile as a very convenient way to present virtual reality has brought a new shopping experience to consumers. Usually, consumers get product information through virtual annotations in 360° panorama and then make a series of shopping behaviors. The visual design of virtual annotation significantly influences users' online visual search for product information. This study aims to investigate the influence of the visual design of virtual annotation on consumers' shopping experience in the online shopping interface of 360° panorama.

Design/methodology/approach

A 2 × 3 between-subject design was planned to help explore whether different display model of annotation (i.e. negative polarity and positive polarity) and different background transparency of annotation (i.e. 0% transparency, 25% transparency and 50% transparency) may affect users' task performance and their subjective evaluations.

Findings

(1) Virtual annotations with different background transparency affect user performance, and transparency has better visual search performance. (2) Virtual annotation background display mode may affect the user operation performance; the positive polarity of the virtual annotation is more convenient for the users' visual searching for product information. (3) When the annotation background transparency is opaque or semi-transparent, the negative polarity display is more favorable to the users' visual search. However, this situation is reversed when the annotation background transparency is 25%. (4) Participants preferred the presentation of positive polarity virtual annotations. (5) Regarding the degree of willingness to use and ease of understanding, participants preferred the negative polarity display for 0% background transparency or 50% background transparency. However, the opposite result was obtained for 25% background transparency.

Originality/value

The findings generated from the research can be a good reference for the development of virtual annotation visual design for mobile shopping applications.

Highlights

  1. Virtual annotation background transparency and background display mode are two essential attributes of 360° panoramas.

  2. This study examined how virtual annotation background transparency and background display mode influence user performance and experience.

  3. It is recommended to use a translucent or opaque annotation background with a negative polarity display.

  4. Virtual annotation presentation with 25% background transparency facilitates consumer searching and comparison of product information.

  5. Users prefer a positive polarity annotation display.

Virtual annotation background transparency and background display mode are two essential attributes of 360° panoramas.

This study examined how virtual annotation background transparency and background display mode influence user performance and experience.

It is recommended to use a translucent or opaque annotation background with a negative polarity display.

Virtual annotation presentation with 25% background transparency facilitates consumer searching and comparison of product information.

Users prefer a positive polarity annotation display.

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: 5 April 2024

Kifayat Nahiyan Rafi, Mohammad Osman Gani, Nik Mohd Hazrul Nik Hashim, Muhammad Sabbir Rahman and Mohammad Masukujjaman

Using the stimulus–organism–response (SOR) theoretical model, this empirical research aims to examine and validate how tourists’ interactions with 360-degree virtual reality (VR…

Abstract

Purpose

Using the stimulus–organism–response (SOR) theoretical model, this empirical research aims to examine and validate how tourists’ interactions with 360-degree virtual reality (VR) videos incorporating Web navigability and visual interface design quality (stimulus) on travel websites can make tourists more engaged and then satisfied (organism), which could make them more likely to visit destinations and spread electronic word of mouth (e-WOM) (response).

Design/methodology/approach

Using the convenience sampling method, 975 responses were collected through a questionnaire. The data were analysed using Smart-PLS 4 software to investigate the hypothesised relationships.

Findings

The findings demonstrate that 360-degree VR videos significantly create Web user engagement, and Web user engagement is significantly associated with Web user satisfaction. The result shows that Web user engagement and satisfaction impact the intention to visit the tourist destination. Additionally, Web user satisfaction impacts e-WOM. Lastly, navigability and visual interface design quality are significantly moderated between 360-degree VR videos and Web user engagement.

Research limitations/implications

This research only examined the tourists’ behavioural intentions with 360-degree VR videos during the pre-travel phase. In contrast, future research may investigate how tourists behave with VR during the on-site and post-travel phases.

Practical implications

Tourism marketers should not only adopt 360-degree VR but also integrate Web navigability and visual interface design to boost Web users’ engagement on tourism websites.

Originality/value

This study advances the study of VR from the tourists’ psychological perspective. Moreover, the SOR theory has been re-examined from the VR and technology tourism perspectives. It provides a general understanding of the behavioural aspects of tourists in developing countries.

目的

利用刺激-有机体反应(SOR)理论模型, 本实证研究检验并验证了游客与旅游网站上结合了网络导航性和视觉界面设计质量(刺激)的360度虚拟现实(VR)视频的互动如何使游客更投入、更满意(有机体), 这可能使他们更有可能访问目的地并传播电子口碑(响应)。

设计/方法

采用方便抽样法, 通过问卷调查收集了975份回复。使用Smart-PLS 4软件对数据进行分析, 以调查假设的关系。

结果

研究结果表明, 360度虚拟现实(VR)视频显著提高了网络用户参与度, 网络用户参与与网络用户满意度显著相关。结果表明, 网络用户参与度和满意度对旅游目的地的访问意愿有影响。此外, 网络用户满意度也会影响电子口碑。最后, 在360度虚拟现实(VR)视频和网络用户参与度之间, 导航性和视觉界面设计质量显著适中。

研究限制/意义

这项研究只考察了游客在旅行前阶段使用360度虚拟现实(VR)视频的行为意图。相比之下, 未来的研究可能会调查游客在现场和旅行后阶段使用虚拟现实(VR)的行为。

实践意义

旅游营销人员不仅应采用360度虚拟现实(VR), 还应将网络导航性和视觉界面设计相结合, 以提高网络用户对旅游网站的参与度。

原创性

本研究从游客的心理角度推进了虚拟现实(VR) 的研究。此外, 还从虚拟现实(VR)和科技旅游的角度重新审视了SOR 理论。它提供了对发展中国家游客行为方面的一般了解。

Objetivo

Utilizando el modelo teórico estímulo-organismo-respuesta (SOR), esta investigación empírica examinó y validó cómo las interacciones de los turistas con los vídeos de RV de 360 grados que incorporan la navegabilidad web y la calidad del diseño de la interfaz visual (estímulo) en los sitios web de viajes pueden hacer que los turistas se sientan más comprometidos y luego satisfechos (organismo), lo que podría hacerles más propensos a visitar los destinos y a difundir el e-WOM (respuesta).

Diseño/metodología/enfoque

Utilizando el método de muestreo por conveniencia, se recogieron 975 respuestas a través de un cuestionario. Los datos se analizaron mediante el software Smart-PLS 4 para investigar las relaciones hipotetizadas.

Resultados

Los resultados demuestran que los vídeos de RV de 360 grados generan un compromiso significativo de los usuarios de la web y que el compromiso de los usuarios de la web se asocia significativamente con su satisfacción. El resultado muestra que el compromiso y la satisfacción del usuario web repercuten en la intención de visitar el destino turístico. Además, la satisfacción del usuario web influye en el e-WOM. Por último, la navegabilidad y la calidad del diseño de la interfaz visual son significativamente moderadas entre los vídeos de RV de 360 grados y el compromiso del usuario web.

Limitaciones/implicaciones de la investigación

Esta investigación sólo examinó las intenciones de comportamiento de los turistas con los vídeos de RV de 360 grados durante la fase previa al viaje. En cambio, en futuras investigaciones se podría estudiar cómo se comportan los turistas con la RV durante las fases in situ y posterior al viaje.

Implicaciones prácticas

Los profesionales del marketing turístico no sólo deberían adoptar la RV de 360 grados, sino también integrar la navegabilidad web y el diseño de la interfaz visual para potenciar el compromiso de los internautas en los sitios web turísticos.

Originalidad

Este estudio avanza en el estudio de la RV desde la perspectiva psicológica del turista. Además, se ha reexaminado la teoría S-O-R desde las perspectivas de la RV y el turismo tecnológico. Proporciona una comprensión general del aspecto conductual de los turistas en los países en desarrollo.

Article
Publication date: 1 June 2001

Chern Li Liew, Schubert Foo and K.R. Chennupati

In this paper, we present a proposed information environment (PROPIE) for enhanced interaction and value‐adding of electronic documents (e‐documents). The design of PROPIE was…

Abstract

In this paper, we present a proposed information environment (PROPIE) for enhanced interaction and value‐adding of electronic documents (e‐documents). The design of PROPIE was based on a thorough user needs and requirements assessment in interacting with information through well‐documented findings, and a focus group with twelve participants to elicit features that were deemed desirable in future interactions. The design was also based on an earlier work which reviewed the advancements in various user interface (UI) technologies, visualisation and interactive techniques, and a consideration of novel information structuring and organisation techniques that pose important implications for the design of more advanced UIs. Providing a suite of novel features and interactive tools that can be flexibly combined, PROPIE allows users to apply multiple novel ways to query intuitively and navigate information in an e‐document. The querying and browsing processes in PROPIE are supported by various interactive and visualisation techniques. Users work within a visually sovereign, integrated environment for information gathering and organising, based on navigable, fractional information objects that are also affiliated with rich metadata and additional layers of value‐adding information. A set of interface mock‐ups was developed to demonstrate the potential of the environment in supporting the design of a new generation of electronic journals (e‐journals). We report here empirical results from a study conducted to obtain representative users‘ feedback with regard to using PROPIE for interacting with e‐journals. Twenty‐two participants from a variety of academic backgrounds participated in the evaluation. Overall, PROPIE was found to have the potential both for enhancing the user’s interaction with information captured within e‐journals and for adding value to e‐documents in various ways.

Details

Journal of Documentation, vol. 57 no. 3
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 20 June 2016

Abhishek Mishra

Despite the volume of work on the subject, product design and its conceptualization has remained relatively abstract. There is hardly any discussion about the holistic meaning of…

Abstract

Purpose

Despite the volume of work on the subject, product design and its conceptualization has remained relatively abstract. There is hardly any discussion about the holistic meaning of design, especially with regards to its meaning for a user. This paper aims to explore consumer design perception to provide it a multidimensional definition and measure that is more relevant to industrial designers.

Design/methodology/approach

The study was done in two qualitative phases: the first to generate and confirm the design dimensions pre-conceived from literature, corroborated with consumer voices; and the second to include gamified depth interviews triangulated with conventional depth interviews and word association-based correspondence analysis to generate items that can measure each of those dimensions.

Findings

The first study confirms five dimensions of consumer design perception: visual, functional, kinesthetic, interface and information. Following the second phase, the study proposes five items for visual design, seven for functional design, three for kinesthetic design, four for interface design and five for information design.

Research limitations/implications

Though through multiple qualitative studies, combined with literary evidence, this work provides reasonable qualitative validity to the findings, a semiotic analysis-based methodologies that can further concretize, if not refute, the findings. Rooted in the theory of design value, the study explores transformation of design values, from the designer’s domain to that of a consumer. While each of the design constructs has gone through a thorough investigation in literature, this work is the first to provide a unified theory of consumer design perception.

Practical implications

Designers have long struggled to know what consumers want. There is a clear divide in designers and consumers’ meanings of design. This study attempts to bridge this divide. Items measuring each construct should enable them in tweaking their offerings to a consumer’s liking.

Originality/value

Design is an abstract term and can be applied by a designer or a consumer. Dimensionalization of this complex term for better understanding using innovative qualitative tools serves as an original contribution to field of design research.

Details

Journal of Indian Business Research, vol. 8 no. 2
Type: Research Article
ISSN: 1755-4195

Keywords

Article
Publication date: 25 February 2014

Paulo Alonso Gaona García, David Martín-Moncunill, Salvador Sánchez-Alonso and Ana Fermoso García

This paper aims to analyse user interfaces for search and collection visualisation and navigation from a usability perspective. The final aim is to offer repository owners a…

1388

Abstract

Purpose

This paper aims to analyse user interfaces for search and collection visualisation and navigation from a usability perspective. The final aim is to offer repository owners a scientific basis to support their decisions when they have to choose an interface that can really help users to effectively locate and visualise resources over large digital collections.

Design/methodology/approach

This HCI study is divided into two parts: perception and usability. The first one analysed three perceptual abilities required to use interfaces: attention, retention of information and understanding. The second one was run on an ad hoc generated collection including more than 40,000 European digital resources collected and classified according to a given branch of knowledge in the Art & Architecture Thesaurus.

Findings

Although visual interfaces proved useful for certain tasks related to resource discovery and search, and despite the overall good general user opinion, the authors found it necessary to conduct another thorough study to know more about the target users and the amplitude of the collection, as well as to determine the ideal type of interface to implement. All these factors are important for increasing user acceptance and avoiding unnecessary implementation costs.

Research limitations/implications

This research was run on a relatively small sample size of users from Spain and Latin America, which may not be representative of the general population. In similar studies previous knowledge about usability has been reported to introduce bias in the results, so the authors tried to avoid this when selecting the participants.

Originality/value

There are no previous usability studies for the development and implementation of interfaces in digital learning or cultural repositories. The authors' experience highlights the importance of addressing usability aspects a priori, to prevent users from ceasing to use visual interfaces over time, because they do not perceive any benefit from using them.

Details

Online Information Review, vol. 38 no. 2
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 9 March 2015

Dan Albertson

The purpose of this study is to synthesize prior user-centered research to develop and present a generalized framework for evaluating visual, i.e. both image and video digital…

1112

Abstract

Purpose

The purpose of this study is to synthesize prior user-centered research to develop and present a generalized framework for evaluating visual, i.e. both image and video digital libraries. The primary objectives include comprehensively examining the current state of visual digital library research to: develop a generalized framework applicable for designing user-centered evaluations of visual digital libraries; identify influential experimental factors warranting assessment evaluation as part of specific contexts; and provide examples of applied methods that have been used in research, demonstrating notable findings.

Design/methodology/approach

The framework presented in the present study depicts a set of user-centered methodological considerations and examples, synthesized from a review of prior research that provides significant understanding of users and uses of visual information.

Findings

Primary components for digital library evaluation, pertaining to user, interaction, system and domain and topic, and their implications for interactive research are presented. Methods, examples and discussion are presented for each primary evaluation component of the framework.

Practical implications

Previously applied evaluations and their significance are described and presented as part of the developed framework, providing the importance of each component for practical application in future research and development of interactive visual digital libraries.

Originality/value

Visual digital libraries warrant individual assessment, apart from other types of digital collections, as they offer users more ways to retrieve and interact with collection items. The present study complements prior digital library evaluation research by demonstrating the need for a separate framework due to variations influenced by visual information and reporting on evaluations from different perspectives.

Details

New Library World, vol. 116 no. 3/4
Type: Research Article
ISSN: 0307-4803

Keywords

Book part
Publication date: 17 September 2014

Stacy Creel

This study investigated the design of three online public library catalogs in light of the cognitive ability and success of children ages five to eight.

Abstract

Purpose

This study investigated the design of three online public library catalogs in light of the cognitive ability and success of children ages five to eight.

Methodology/approach

A quasi-experimental approach was employed to examine the influence of system design on children’s searching strategies and search success. Interviews were used to explore children’s rationale for using icons and taxonomies in the catalogs. Fifty one children from one public library participated in this study. Inferential statistics were utilized to whether significant differences existed between use of the catalogs and the children’s success in finding information.

Results

Use of images and text were helpful in searching the catalogs. Results of the ANOVA test indicated no significant difference among children’s searching success rates and the three catalogs. Additionally, the participants misidentified representations used in icons in all three catalogs and created valid search paths that did not produce results. There was a disconnect between the children’s cognitive abilities and the design representations of the three catalogs.

Limitations

The study took place in one location, thus one should not overgeneralize the findings. Use of assigned tasks may have affected children’s success rates. Children’s searching using printed cards of display screens from the three catalogs instead of real-time interaction with them is also a limitation.

Practical implications

Because of the children’s reliance on images, the choice of visual representations is crucial to successful searching. Interface designers should involve young users in the design of today’s online catalogs. They should also consider new forms of representations such as auditory icons, verbal mouse overs, and zooms.

Originality/value

In addition to addressing the need for research on young children’s information seeking and use of online catalogs in public libraries, this research focuses on the need for an additional layer of visual representation and highlights flaws in currently used catalog designs.

Details

New Directions in Children’s and Adolescents’ Information Behavior Research
Type: Book
ISBN: 978-1-78350-814-3

Keywords

Article
Publication date: 8 May 2019

Xiaoyue Ma, Pengzhen Xue, Siya Zhang, Nada Matta, Chunxiu Qin, Jean-Pierre Cahier and Keqin Wang

Visual Distinctive Language (VDL)-based iconic tags are structured visual information annotation. They explicate the content and organization of tagged information by graphical…

Abstract

Purpose

Visual Distinctive Language (VDL)-based iconic tags are structured visual information annotation. They explicate the content and organization of tagged information by graphical and symbolic features in order to improve the vocabulary problems of textual tags. The purpose of this paper is to investigate how these special icons help in tagged-based user information searching.

Design/methodology/approach

A two-stage experiment was designed and conducted so as to follow and quantify the searching process in specific searching target case and no specific searching target case when using VDL-based iconic tags.

Findings

The experimental results manifested that VDL-based iconic tags enhanced the role of tag in information searching. They could make user better understand tag clusters, which, in turn, provide global structure of involved topics. Also, VDL-based iconic tags helped user to find out searching target more quickly with higher accuracy by taking advantages of visual representation of tag categories and symbolic signification of tag content.

Originality/value

This study is one of the first to verify how structured icons work in information searching and how user’s graphical cognition impacts on tag-based information searching process. The research findings are dedicated to the theory of VDL-based iconic tags, as well as to a new visualization method for search user interface design.

Details

Journal of Documentation, vol. 75 no. 4
Type: Research Article
ISSN: 0022-0418

Keywords

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