130,407 research outputs found

    Acceptance and Privacy Perceptions Toward Video-based Active and Assisted Living Technologies: Scoping Review

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    Background: The aging society posits new socioeconomic challenges to which a potential solution is active and assisted living (AAL) technologies. Visual-based sensing systems are technologically among the most advantageous forms of AAL technologies in providing health and social care; however, they come at the risk of violating rights to privacy. With the immersion of video-based technologies, privacy-preserving smart solutions are being developed; however, the user acceptance research about these developments is not yet being systematized. Objective: With this scoping review, we aimed to gain an overview of existing studies examining the viewpoints of older adults and/or their caregivers on technology acceptance and privacy perceptions, specifically toward video-based AAL technology. Methods: A total of 22 studies were identified with a primary focus on user acceptance and privacy attitudes during a literature search of major databases. Methodological quality assessment and thematic analysis of the selected studies were executed and principal findings are summarized. The PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) guidelines were followed at every step of this scoping review. Results: Acceptance attitudes toward video-based AAL technologies are rather conditional, and are summarized into five main themes seen from the two end-user perspectives: caregiver and care receiver. With privacy being a major barrier to video-based AAL technologies, security and medical safety were identified as the major benefits across the studies. Conclusions: This review reveals a very low methodological quality of the empirical studies assessing user acceptance of video-based AAL technologies. We propose that more specific and more end user– and real life–targeting research is needed to assess the acceptance of proposed solutions.This work is funded by the European Union’s Horizon 2020 research and innovation programme under the Marie Sklodowska-Curie grant agreement number 861091 for the visuAAL project

    Exploring Strategies for Successful Implementation of Electronic Health Records

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    Adoption of electronic health records (EHR) systems in nonfederal acute care hospitals has increased, with adoption rates across the United States reaching as high as 94%. Of the 330 plus acute care hospital EHR implementations in Texas, only 31% have completed attestation to Stage 2 of the meaningful use (MU) criteria. The purpose of this multiple case study was to explore strategies that hospital chief information officers (CIOs) used for the successful implementation of EHR. The target population consists of 3 hospitals CIOs from a multi-county region in North Central Texas who successfully implemented EHRs meeting Stage 2 MU criteria. The conceptual framework, for this research, was the technology acceptance model theory. The data were collected through semistructured interviews, member checking, review of the literature on the topic, and publicly available documents on the respective hospital websites. Using methodological triangulation of the data, 4 themes emerged from data analysis: EHR implementation strategies, overcoming resistance to technology acceptance, strategic alignment, and patient wellbeing. Participants identified implementation teams and informatics teams as a primary strategy for obtaining user engagement, ownership, and establishing a culture of acceptance to the technological changes. The application of the findings may contribute to social change by identifying the strategies hospital CIOs used for successful implementation of EHRs. Successful EHR implementation might provide positive social change by improving the quality of patient care, patient safety, security of personal health information, lowering health care cost, and improvements in the overall health of the general population

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    Communication issues in requirements elicitation: A content analysis of stakeholder experiences

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    The gathering of stakeholder requirements comprises an early, but continuous and highly critical stage in system development. This phase in development is subject to a large degree of error, influenced by key factors rooted in communication problems. This pilot study builds upon an existing theory-based categorisation of these problems through presentation of a four-dimensional framework on communication. Its structure is validated through a content analysis of interview data, from which themes emerge, that can be assigned to the dimensional categories, highlighting any problematic areas. The paper concludes with a discussion on the utilisation of the framework for requirements elicitation exercises

    Intangible trust requirements - how to fill the requirements trust "gap"?

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    Previous research efforts have been expended in terms of the capture and subsequent instantiation of "soft" trust requirements that relate to HCI usability concerns or in relation to "hard" tangible security requirements that primarily relate to security a ssurance and security protocols. Little direct focus has been paid to managing intangible trust related requirements per se. This 'gap' is perhaps most evident in the public B2C (Business to Consumer) E- Systems we all use on a daily basis. Some speculative suggestions are made as to how to fill the 'gap'. Visual card sorting is suggested as a suitable evaluative tool; whilst deontic logic trust norms and UML extended notation are the suggested (methodologically invariant) means by which software development teams can perhaps more fully capture hence visualize intangible trust requirements

    User Interface Challenges of Banking ATM Systems in Nigeria

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    The use of banking automated teller machine (ATM) technological innovations have significant importance and benefits in Nigeria, but numerous investigations have shown that illiterate and semiliterate Nigerians do not perceive them as useful or easy-to-use. Developing easy-to-use banking ATM system interfaces is essential to accommodate over 40% illiterate and semiliterate Nigerians, who are potential users of banking ATM systems. The purpose of this study was to identify strategies software developers of banking ATM systems in Nigeria use to create easy-to-use banking ATM system interfaces for a variety of people with varying abilities and literacy levels. The technology acceptance model was adopted as the conceptual framework. The study\u27s population consisted of qualified and experienced developers of banking ATM system interfaces chosen from 1 organization in Enugu, Nigeria. The data collection process included semistructured, in-depth face-to-face interviews with 9 banking ATM system interface developers and the analysis of 11 documents: 5 from participant case organizations and 6 from nonparticipant case organizations. Member checking was used to increase the validity of the findings from the participants. Through methodological triangulation, 4 major themes emerged from the study: importance of user-centered design strategies, importance of user feedback as essential interface design, value of pictorial images and voice prompts, and importance of well-defined interface development process. The findings in this study may be beneficial for the future development of strategies to create easy-to-use ATM system interfaces for a variety of people with varying abilities and literacy levels and for other information technology systems that are user interface technology dependent

    Effective communication in requirements elicitation: A comparison of methodologies

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    The elicitation or communication of user requirements comprises an early and critical but highly error-prone stage in system development. Socially oriented methodologies provide more support for user involvement in design than the rigidity of more traditional methods, facilitating the degree of user-designer communication and the 'capture' of requirements. A more emergent and collaborative view of requirements elicitation and communication is required to encompass the user, contextual and organisational factors. From this accompanying literature in communication issues in requirements elicitation, a four-dimensional framework is outlined and used to appraise comparatively four different methodologies seeking to promote a closer working relationship between users and designers. The facilitation of communication between users and designers is subject to discussion of the ways in which communicative activities can be 'optimised' for successful requirements gathering, by making recommendations based on the four dimensions to provide fruitful considerations for system designers

    Effect of user experience on technology acceptance: the case of foss

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    Free and open source software (FOSS) movement essentially arises like answer to the evolution occurred in the market from the software, characterized by the closing of the source code. Furthermore, some FOSS characteristics, such as (1) the advance of this movement and (2) the attractiveness that contributes the voluntary and cooperative work, have increased the interest of the users towards free software. Traditionally, research in FOSS has focused on identifying individual personal motives for participating in the development of a FOSS project, analyzing specific FOSS solutions, or the FOSS movement itself. Nevertheless, the advantages of the FOSS for users and the effect of the demographic dimensions on user acceptance for FOSS have been two research topics with little attention. Specifically, this paper’s aim is to focus on the influence of the user experience with FOSS the FOSS acceptance. Based on the literature, user experience is an essential demographic dimension for explaining the Information Systems acceptance. With this purpose, the authors have developed a research model based on the Technological Acceptance Model (TAM).El movimiento asociado al software de código abierto (FOSS) surge como una respuesta a la evolución acontecida en el mercado del software, caracterizado por el cierre del código fuente. Además, algunas características del FOSS como (1) el avance de este movimiento y (2) el atractivo que suscita debido a que se construye bajo la filosofía de trabajo voluntario y cooperativo, ha incrementado el interés de los usuarios hacia FOSS. Tradicionalmente las investigaciones en FOSS han estado centradas en identificar las motivaciones personales de participar en el desarrollo de un proyecto FOSS. Mientras que las ventajas del FOSS para los usuarios y el efecto de las dimensiones demográficas en la aceptación de FOSS han sido dos tópicos de investigación con poca atención. Concretamente, este artículo se centra en analizar la influencia de la experiencia con FOSS en la propia aceptación de FOSS. Basado en la literatura, la experiencia del usuario es una dimensión demográfica esencial para explicar la aceptación de los Sistemas de Información. Con este propósito, los autores han desarrollado un modelo de investigación basado en el Metamodelo de Aceptación de la Tecnología (TAM)

    Profiling and understanding student information behaviour: Methodologies and meaning

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    This paper draws on work conducted under the Joint Information Systems Committee (JISC) User Behaviour Monitoring and Evaluation Framework to identify a range of issues associated with research design that can form a platform for enquiry about knowledge creation in the arena of user behaviour. The Framework has developed a multidimensional set of tools for profiling, monitoring and evaluating user behaviour. The Framework has two main approaches: one, a broad‐based survey which generates both a qualitative and a quantitative profile of user behaviour, and the other a longitudinal qualitative study of user behaviour that (in addition to providing in‐depth insights) is the basis for the development of the EIS (Electronic Information Services) Diagnostic Toolkit. The strengths and weaknesses of the Framework approach are evaluated. In the context of profiling user behaviour, key methodological concerns relate to: representativeness, sampling and access, the selection of appropriate measures and the interpretation of those measures. Qualitative approaches are used to generate detailed insights. These include detailed narratives, case study analysis and gap analysis. The messages from this qualitative analysis do not lend themselves to simple summarization. One approach that has been employed to capture and interpret these messages is the development of the EIS Diagnostic Toolkit. This toolkit can be used to assess and monitor an institution's progress with embedding EIS into learning processes. Finally, consideration must be given to integration of insights generated through different strands within the Framework
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