84,182 research outputs found
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Group influence on blogs design behaviour
Issues of national culture influence on web design behaviour have been rampant and stimulating on static web pages across the globe. The emergence of a new breed of publication-type web page brought about by the advancement of web technology however, saw a different species of online communication groups. Bloggers as these groups are called; used blogs as their communication and publication tool to distinguish themselves from other websites and online social media users. Since bloggers are groups that are recognised and credited to cultivate their own culture, the idea that national culture has an influence on blogs design behaviour and preferences may have been weakened. Bloggers groups themselves would be the influential factor that determines design preferences of bloggers in a network of blogs. To address the issue, this paper has conducted an assessment on blogs from six countries using content analysis method, national culture traits and SIDE model to ascertain design features characteristics and behaviour. Results from both the global and local blogs in each country showed that blogs design preferences in one country differ between both the global and local bloggers. Furthermore, global bloggers design preferences in countries under observation are found to be similar to one another
Culture in the design of mHealth UI:An effort to increase acceptance among culturally specific groups
Purpose: Designers of mobile applications have long understood the importance of usersâ preferences in making the user experience easier, convenient and therefore valuable. The cultural aspects of groups of users are among the key features of usersâ design preferences, because each groupâs preferences depend on various features that are culturally compatible. The process of integrating culture into the design of a system has always been an important ingredient for effective and interactive human computer interface. This study aims to investigate the design of a mobile health (mHealth) application user interface (UI) based on Arabic culture. It was argued that integrating certain cultural values of specific groups of users into the design of UI would increase their acceptance of the technology. Design/methodology/approach: A total of 135 users responded to an online survey about their acceptance of a culturally designed mHealth. Findings: The findings showed that culturally based language, colours, layout and images had a significant relationship with usersâ behavioural intention to use the culturally based mHealth UI. Research limitations/implications: First, the sample and the data collected of this study were restricted to Arab users and Arab culture; therefore, the results cannot be generalized to other cultures and users. Second, the adapted unified theory of acceptance and use of technology model was used in this study instead of the new version, which may expose new perceptions. Third, the cultural aspects of UI design in this study were limited to the images, colours, language and layout. Practical implications: It encourages UI designers to implement the relevant cultural aspects while developing mobile applications. Originality/value: Embedding Arab cultural aspects in designing UI for mobile applications to satisfy Arab users and enhance their acceptance toward using mobile applications, which will reflect positively on their lives.</p
Culture and e-commerce: An exploration of the perceptions and attitudes of Egyptian internet users
This paper examines the perceptions and attitudes that Egyptian users hold towards electronic shopping sites. Internet sites are globally available, opening up huge potential markets for online retailers. However, it remains unclear whether sites designed for the US or European markets will be acceptable in other cultures. This paper describes an exploratory card sorting study conducted with Egyptian consumers. The study was designed to examine the e-commerce interface features that are most salient to this user group and to explore how these relate to user intentions to engage in internet shopping. The results support the role of site familiarity in predicting purchase intentions within this cultural setting
Creating personas for political and social consciousness in HCI design
Personas have become an important tool for Human-Computer Interaction professionals. However, they are not immune to limitations and critique, including stereotyping. We suggest that while some of the criticisms to personas are important, the use of personas is open to them in part because of an unquestioned focus on explicating user needs and goals in traditional persona research and creation. This focus, while helping designers, obscures some other potentially relevant aspects. In particular, when the goal of the product or software being designed is associated with social and political goals rather than with bringing a product to the market, it may be relevant to focus personas on political aspirations, social values and the will or capacity of personas to take action. We argue that it is possible when producing personas (and associated scenarios) to partially move away from representing needs and embrace personas which more explicitly represent political or social beliefs and values. We also suggest that a phenomenographic approach to user data analysis is one way to achieve this. We provide empirical evidence for our position from two large-scale European projects, the first one in the area of Social Innovation and the second in the area of eParticipation
The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence
Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped.
The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged
Culture and E-Learning: Automatic Detection of a Usersâ Culture from Survey Data
Knowledge about the culture of a user is especially important for the design
of e-learning applications. In the experiment reported here, questionnaire
data was used to build machine learning models to automatically predict the
culture of a user. This work can be applied to automatic culture detection
and subsequently to the adaptation of user interfaces in e-learning
Digital libraries and minority languages
Digital libraries have a pivotal role to play in the preservation and maintenance of international cultures in general and minority languages in particular. This paper outlines a software tool for building digital libraries that is well adapted for creating and distributing local information collections in minority languages, and describes some contexts in which it is used. The system can make multilingual documents available in structured collections and allows them to be accessed via multilingual interfaces. It is issued under a free open-source licence, which encourages participatory design of the software, and an end-user interface allows community-based localization of the various language interfaces - of which there are many
Virtual reality in theatre education and design practice - new developments and applications
The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience
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Optimising multi-disciplinary contributions for the smart clothing development process
This research aims to introduce a strategic approach to overcome the creative boundaries and optimize multidisciplinary contributions in Smart Clothing development, since the former research results revealed that these issues are key to achieving fully integrated Smart Clothes. Therefore, this paper examines collaborative projects that are shown to break through the creative boundary and integrate multidisciplinary contributions, and identifies how individual designers overcome their creative constraints and collaborate with others, in order to identify a practical method. The research result indicates that a clear description of Smart Clothingâs context will provide a new framework for the developers to work on
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