174,301 research outputs found

    Exploring Individual User Attitudes Towards Performance with Web Search Engines: An Extension Study

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    As the Internet fulfills an increasingly important role in society, study into human behavior and interaction with the technology becomes key to the development of improved systems. As a result, the research agenda of the authors seeks to identify the role of individual differences with users of technology and its subsequent impact on performance. In this initial study, we examine an instance of individual differences with users of the World Wide Web by evaluating user attitudes and performance with Web search engines. Search engine importance is connected to their role as the primary vehicle for locating content on the Internet. Prior research into user attitude has shown a connection with use of technology. In our study we replicate, extend, and critique an investigation conducted by Liaw and Huang (2003) into user attitudes toward search engines as information retrieval tools. Liaw and Huang found that factors such as individual computer experience, quality of search systems, motivation, and perceptions of technology acceptance impact users desire to use search engines as a tool for information retrieval. However, the connection is not drawn to actual individual user performance with a searching task. Based upon the analysis of our data, we were unable to replicate the results achieved in the Liaw and Huang study or draw a connection between these factors and performance. This finding, that our analysis yielded different results, supports the need for further investigation into individual differences and suggests areas for future research

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    © Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    Issues in Evaluating Health Department Web-Based Data Query Systems: Working Papers

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    Compiles papers on conceptual and methodological topics to consider in evaluating state health department systems that provide aggregate data online, such as taxonomy, logic models, indicators, and design. Includes surveys and examples of evaluations

    An Experimental Digital Library Platform - A Demonstrator Prototype for the DigLib Project at SICS

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    Within the framework of the Digital Library project at SICS, this thesis describes the implementation of a demonstrator prototype of a digital library (DigLib); an experimental platform integrating several functions in one common interface. It includes descriptions of the structure and formats of the digital library collection, the tailoring of the search engine Dienst, the construction of a keyword extraction tool, and the design and development of the interface. The platform was realised through sicsDAIS, an agent interaction and presentation system, and is to be used for testing and evaluating various tools for information seeking. The platform supports various user interaction strategies by providing: search in bibliographic records (Dienst); an index of keywords (the Keyword Extraction Function (KEF)); and browsing through the hierarchical structure of the collection. KEF was developed for this thesis work, and extracts and presents keywords from Swedish documents. Although based on a comparatively simple algorithm, KEF contributes by supplying a long-felt want in the area of Information Retrieval. Evaluations of the tasks and the interface still remain to be done, but the digital library is very much up and running. By implementing the platform through sicsDAIS, DigLib can deploy additional tools and search engines without interfering with already running modules. If wanted, agents providing other services than SICS can supply, can be plugged in

    Data mining technology for the evaluation of learning content interaction

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    Interactivity is central for the success of learning. In e-learning and other educational multimedia environments, the evaluation of interaction and behaviour is particularly crucial. Data mining – a non-intrusive, objective analysis technology – shall be proposed as the central evaluation technology for the analysis of the usage of computer-based educational environments and in particular of the interaction with educational content. Basic mining techniques are reviewed and their application in a Web-based third-level course environment is illustrated. Analytic models capturing interaction aspects from the application domain (learning) and the software infrastructure (interactive multimedia) are required for the meaningful interpretation of mining results

    Design considerations for delivering e-learning to surgical trainees

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    Copyright © 2011, IGI Global. Distributed with permission.Challenges remain in leveraging e-health technologies for continuous medical education/professional development. This study examines the interface design and learning process features related to the use of multimedia in providing effective support for the knowledge and practice of surgical skills. Twenty-one surgical trainees evaluated surgical content on a CD-ROM format based on 14 interface design and 11 learning process features using a questionnaire adapted from an established tool created to assess educational multimedia. Significant Spearman’s correlations were found for seven of the 14 interface design features – ‘Navigation’, ‘Learning demands’, ‘Videos’, ‘Media integration’, ‘Level of material’, ‘Information presentation’ and ‘Overall functionality’, explaining ratings of the learning process. The interplay of interface design and learning process features of educational multimedia highlight key design considerations in e-learning. An understanding of these features is relevant to the delivery of surgical training, reflecting the current state of the art in transferring static CD-ROM content to the dynamic web or creating CD/web hybrid models of education

    A HCI principles based framework to assess the user perception of web based Virtual Research Environments. Special issue on Capacity building for post disaster infrastructure development and management

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    Due to various challenges and opportunities such as globalisation of research agenda and advancements in information and communication technologies, research collaborations (both international and national) have become popular during the last decade more than ever before. Within this context, the concept of Virtual Research environments(VRE) is an emerging concept looking at addressing the complex challenges associated with conducting collaborative research. Even though concept of VRE is at its infancy, it is important to assess user perception about those, both to establish its success of uptake and future development strategies. However, to date, there is no formal method established to evaluate VREs .This paper reports a strategy adopted within an international collaborative research project (EURASIA) to evaluate its custom built VRE, VEBER, using the well known Computer Human Interaction principles

    Investigating heuristic evaluation as a methodology for evaluating pedagogical software: An analysis employing three case studies

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    This paper looks specifically at how to develop light weight methods of evaluating pedagogically motivated software. Whilst we value traditional usability testing methods this paper will look at how Heuristic Evaluation can be used as both a driving force of Software Engineering Iterative Refinement and end of project Evaluation. We present three case studies in the area of Pedagogical Software and show how we have used this technique in a variety of ways. The paper presents results and reflections on what we have learned. We conclude with a discussion on how this technique might inform on the latest developments on delivery of distance learning. © 2014 Springer International Publishing

    Ordinary Search Engine Users Carrying Out Complex Search Tasks

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    Web search engines have become the dominant tools for finding information on the Internet. Due to their popularity, users apply them to a wide range of search needs, from simple look-ups to rather complex information tasks. This paper presents the results of a study to investigate the characteristics of these complex information needs in the context of Web search engines. The aim of the study is to find out more about (1) what makes complex search tasks distinct from simple tasks and if it is possible to find simple measures for describing their complexity, (2) if search success for a task can be predicted by means of unique measures, and (3) if successful searchers show a different behavior than unsuccessful ones. The study includes 60 people who carried out a set of 12 search tasks with current commercial search engines. Their behavior was logged with the Search-Logger tool. The results confirm that complex tasks show significantly different characteristics than simple tasks. Yet it seems to be difficult to distinguish successful from unsuccessful search behaviors. Good searchers can be differentiated from bad searchers by means of measurable parameters. The implications of these findings for search engine vendors are discussed.Comment: 60 page
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