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724,280 result(s) for "Users"
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Designing with the mind in mind : simple guide to understanding user interface design guidelines
In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow.Early UI practitioners were trained in cognitive psychology.
Instagram for student learning and library promotions: a quantitative study using the 5E Instructional Model
Purpose>Libraries worldwide, including Hong Kong, increasingly use social media tools to introduce and promote their services and resources to users. Instagram, in particular, is used to target younger users. This study investigates the effectiveness of Instagram in promoting library services and university students' perceptions of the value of Instagram as a learning support tool.Design/methodology/approach>A major academic library in Hong Kong was chosen for this study. Library users' habits, perceptions, preferences, and views on Instagram's effectiveness as a learning support tool were compared in two age groups. The data were collected using a survey based on the 5E Instructional Model.Findings>Despite the significantly higher frequency of Instagram use by younger students, the results showed that Instagram was probably an ineffective promotion platform for either age group because of low user engagement, relatively neutral perception of Instagram as a learning support tool, and notably low user acceptance of Instagram as a promotional tool.Originality/value>Studies of student perspectives on various social media tools have increased; however, few have explored the use of Instagram, especially in Hong Kong or Asia. This study provides researchers and librarians with practical insights into current Instagram users' engagement, perceptions, and preferences and their view of its effectiveness as a learning support tool. The study also provides suggestions for improving the current situation.
Cyberbullies, cyberactivists, cyberpredators : film, TV, and Internet stereotypes
\"Written by an expert in media, popular culture, gender, and sexuality, this book surveys the common archetypes of Internet users--from geeks, nerds, and gamers to hackers, scammers, and predators--and assesses what these stereotypes reveal about our culture's attitudes regarding gender, technology, intimacy, and identity. Provides exhaustively researched and richly detailed information about the interplay between media representations of Internet users and gender, politics, technology, and society that is fascinating and fun to read; Presents findings that suggest that in spite of the Internet being so prevalent, technophobia is still an inherent subtext of many pop culture references to it; Considers how the vast majority of the portrayals of Internet user stereotypes are male--and evaluates how these male-dominated roles shape and are shaped by popular attitudes about sexuality, technology, intimacy, and identity\"-- Provided by publisher.
Artificial intelligence (AI) for user experience (UX) design: a systematic literature review and future research agenda
PurposeThe aim of this article is to map the use of AI in the user experience (UX) design process. Disrupting the UX process by introducing novel digital tools such as artificial intelligence (AI) has the potential to improve efficiency and accuracy, while creating more innovative and creative solutions. Thus, understanding how AI can be leveraged for UX has important research and practical implications.Design/methodology/approachThis article builds on a systematic literature review approach and aims to understand how AI is used in UX design today, as well as uncover some prominent themes for future research. Through a process of selection and filtering, 46 research articles are analysed, with findings synthesized based on a user-centred design and development process.FindingsThe authors’ analysis shows how AI is leveraged in the UX design process at different key areas. Namely, these include understanding the context of use, uncovering user requirements, aiding solution design, and evaluating design, and for assisting development of solutions. The authors also highlight the ways in which AI is changing the UX design process through illustrative examples.Originality/valueWhile there is increased interest in the use of AI in organizations, there is still limited work on how AI can be introduced into processes that depend heavily on human creativity and input. Thus, the authors show the ways in which AI can enhance such activities and assume tasks that have been typically performed by humans.
Mindful tech : how to bring balance to our digital lives
From email to smart phones, and from social media to Google searches, digital technologies have transformed the way we learn, entertain ourselves, socialize, and work. Despite their usefulness, these technologies have often led to information overload, stress, and distraction. David M. Levy, who has lived his life between the \"fast world\" of high tech and the \"slow world\" of contemplation, offers a welcome guide to being more relaxed, attentive, and emotionally balanced while online. In a series of exercises carefully designed to help readers observe and reflect on their own use., Levy has readers observe themselves while emailing and while multitasking , and also to experiment with unplugging for a specified period.
Expected user experience of mobile augmented reality services: a user study in the context of shopping centres
The technical enablers for mobile augmented reality (MAR) are becoming robust enough to allow the development of MAR services that are truly valuable for consumers. Such services would provide a novel interface to the ubiquitous digital information in the physical world, hence serving in great variety of contexts and everyday human activities. To ensure the acceptance and success of future MAR services, their development should be based on knowledge about potential end users’ expectations and requirements. We conducted 16 semi-structured interview sessions with 28 participants in shopping centres, which can be considered as a fruitful context for MAR services. We aimed to elicit new knowledge about (1) the characteristics of the expected user experience and (2) central user requirements related to MAR in such a context. From a pragmatic viewpoint, the participants expected MAR services to catalyse their sense of efficiency, empower them with novel context-sensitive and proactive functionalities and raise their awareness of the information related to their surroundings with an intuitive interface. Emotionally, MAR services were expected to offer stimulating and pleasant experiences, such as playfulness, inspiration, liveliness, collectivity and surprise. The user experience categories and user requirements that were identified can serve as targets for the design of user experience of future MAR services.
Explaining the user experience of recommender systems
Research on recommender systems typically focuses on the accuracy of prediction algorithms. Because accuracy only partially constitutes the user experience of a recommender system, this paper proposes a framework that takes a user-centric approach to recommender system evaluation. The framework links objective system aspects to objective user behavior through a series of perceptual and evaluative constructs (called subjective system aspects and experience, respectively). Furthermore, it incorporates the influence of personal and situational characteristics on the user experience. This paper reviews how current literature maps to the framework and identifies several gaps in existing work. Consequently, the framework is validated with four field trials and two controlled experiments and analyzed using Structural Equation Modeling. The results of these studies show that subjective system aspects and experience variables are invaluable in explaining why and how the user experience of recommender systems comes about . In all studies we observe that perceptions of recommendation quality and/or variety are important mediators in predicting the effects of objective system aspects on the three components of user experience: process (e.g. perceived effort, difficulty), system (e.g. perceived system effectiveness) and outcome (e.g. choice satisfaction). Furthermore, we find that these subjective aspects have strong and sometimes interesting behavioral correlates (e.g. reduced browsing indicates higher system effectiveness). They also show several tradeoffs between system aspects and personal and situational characteristics (e.g. the amount of preference feedback users provide is a tradeoff between perceived system usefulness and privacy concerns). These results, as well as the validated framework itself, provide a platform for future research on the user-centric evaluation of recommender systems.