241,035 research outputs found

    Revealing the Vicious Circle of Disengaged User Acceptance: A SaaS Provider's Perspective

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    User acceptance tests (UAT) are an integral part of many different software engineering methodologies. In this paper, we examine the influence of UATs on the relationship between users and Software-as-a-Service (SaaS) applications, which are continuously delivered rather than rolled out during a one-off signoff process. Based on an exploratory qualitative field study at a multinational SaaS provider in Denmark, we show that UATs often address the wrong problem in that positive user acceptance may actually indicate a negative user experience. Hence, SaaS providers should be careful not to rest on what we term disengaged user acceptance. Instead, we outline an approach that purposefully queries users for ambivalent emotions that evoke constructive criticism, in order to facilitate a discourse that favors the continuous innovation of a SaaS system. We discuss theoretical and practical implications of our approach for the study of user engagement in testing SaaS applications

    Technology Initiative Assessment through Acceptance and Satisfaction: A Case Study

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    This case study examines a University-wide tablet program to assess the primary users’ (students) acceptance and satisfaction of the implemented technology. Technology Acceptance Model (TAM) and user satisfaction research acted as the theoretical foundation that directed how to assess students’ attitudes and beliefs toward this newly adopted technology. Wixom & Todd’s (2005) Integrated Model of User Satisfaction and Technology Acceptance, served as the conceptual model to examine how students’ acceptance and satisfaction of the tablet related. Online surveys were distributed to examine if perceived usefulness and ease of use can predict user satisfaction. Multiple regression tests found that the combination of pre-implementation perceived usefulness and ease of use significantly predict post-implementation user satisfaction. Of the two variables; perceived usefulness was a stronger predictor of post-implementation user satisfaction then ease of use. Measuring technology acceptance and user satisfaction serves as a preliminary study to assess technology initiatives and potential technology usage

    Aplikasi Pencari Tempat Magang Berbasis Android Menggunakan Metode Agile Scrum

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    Internship is a process that is an obligation to be carried out in the academic process at the Telkom Institute of Technology Purwokerto, however with various media sources used in finding internships, students have problems in finding suitable internships. This study aims to apply Agile Scrum and Simple Additive Weighting in making applications to find a suitable internship place. Agile Scrum is used as a method of continuous application development, Simple Additive Weighting is used as a method in determining recommendations based on existing input. Application testing is carried out using Black Box Testing which tests the success of the function in carrying out its scenario and User Acceptance Test which is used as a benchmark in the suitability of the application with user needs. The results of this study are an android application in the form of an apk that was tested using Black Box Testing and got valid results in all scenarios and had a score of 87% on the User Acceptance Tes

    Beyond user experience: What constitutes algorithmic experiences?

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    © 2019 Elsevier Ltd Algorithms are progressively transforming human experience, especially, the interaction with businesses, governments, education, and entertainment. As a result, people are growingly seeing the outside world, in a sense, through the lens of algorithms. Despite the importance of algorithmic experience (AX), few studies had been devoted to investigating the nature and processes through which users perceive and actualize the potential for algorithm affordance. This study proposes the Algorithm Acceptance Model to conceptualize the notion of AX as part of the analytic framework for human-algorithm interaction. It then tests how AX shapes the satisfaction with and acceptance of algorithm services. The results show that AX is inherently related to human understanding of fairness, transparency, and other conventional components of user-experience, indicating the heuristic roles of transparency and fairness regarding their underlying relations of user experience and trust. AX can influence the user perception of algorithmic systems in the context of algorithm ecology, offering useful insights into the design of human-centered algorithm systems. The findings provide initial and robust support for the proposed Algorithm Acceptance Model

    Psychometric evaluation supported by a social robot: personality factors and technology acceptance

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    Robotic psychological assessment is a novel field of research that explores social robots as psychometric tools for providing quick and reliable screening exams. In this study, we involved elderly participants to compare the prototype of a robotic cognitive test with a traditional paper-and-pencil psychometric tool. Moreover, we explored the influence of personality factors and technology acceptance on the testing. Results demonstrate the validity of the robotic assessment conducted under professional supervision. Additionally, results show the positive influence of Openness to experience on the interaction with robot's interfaces, and that some factors influencing technology acceptance, such as Anxiety, Trust, and Intention to use, correlate with the performance in the psychometric tests. Technical feasibility and user acceptance of the robotic platform are also discussed

    Early Investigation of New Information Technology Acceptance: A Perceived Risk - Motivation Model

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    Early investigation of the acceptance of new information technology applications will help to improve the chances of later success. In incipient stages of product deployment, before people develop a full understanding of the aspects of a new technology, users may display particular reasons for or against its use. Accordingly, this study proposes and tests empirically, through structural equation modeling techniques, a perceived risk-motivation model for the early study of new information technology acceptance. The research framework is a Web scenario describing the possible use of wireless text messaging on cell phones to improve user adherence to healthy behavior. While the underlying personal motivation may favor adoption, perceived risks may be an obstacle. This study integrates a multi-faceted perceived risk concept with a motivational model in an unbiased measure of the initial development phase of new information technology, to estimate its acceptance

    The design and implementation of serious games for driving and mobility

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    The automotive and transportation sectors are showing consistent improvements in trends and standards concerning the safe and convenient travel of the road users. In this growing community of road users, the driver performance is a notable factor as many on-road mishaps emerge out of poor driver performance. In this research work, a case-study and experimental analysis were conducted to improve driver performance through the deployment of serious games. The primary motive of this work is to stimulate the on-road user performance through immediate feedback, driver coaching, and real-time gamification methods. The games exploit the cloud-based architecture to retrieve the driver performance scores based on real-time evaluation of vehicle signals and display the outcomes on game scene by reflecting the game parameters based on real-world user performance (in the context of driving and mobility). The deployment of games in cars is the topic of interest in current state-of-the-art, as there are more factors associated with it, such as safety, usability, and willingness of the users. These aspects were taken into careful consideration while designing the paradigm of gamification model. The user feedback for the real-time games was extracted through pilot tests and field tests in Genova. The gamification and driver coaching aspects were tested on various occasions (plug-in and field tests conducted at 5 European test sites), and the inputs from these field tests enabled to tune the parameters concerning the evaluation and gamification models. The improvement of user behavior was performed through a virtuous cycle with the integration of virtual sensors to the serious gaming framework. As the culmination, the usability tests for the real-time games were conducted with 18 test users to understand the user acceptance criteria and the parameters (ease of use and safety) that would contribute to the deployment of games. Other salient factors such as the impact of games, large-scale deployment, collaborative gaming and exploitation of gaming framework for 3rd party applications were also investigated in this research activity. The analysis of the usability tests states that the user acceptance of the implemented games is good. The report from usability study has addressed the user preferences in games such as duration, strategy and gameplay mechanism; these factors contribute a foundation for future research in implementing the games for mobility

    Application of Technology Acceptance Model in Testing of Regional Financial Information System

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    New Public Management emerged as a new paradigm that was a draft reform towards good governance. Good Governance can be achieved if public sector governance and public sector performance, each of which is a well-implemented financial transparency and accountability, are implemented. The purpose of this study was to determine the influence of Perceive Ease of Use and Useful Peerceived on the acceptance of Regional Financial Information Systems (RIFS). This research is conducted by quantitative analysis methods. The population in this study was all users of the Regional Financial Information System in Jeneponto Regency with a total of 44 users using saturated sample techniques. Data is analyzed using data quality tests, classical assumption tests and hypothesis tests. The results of the study showed that the RIFS revenue in the Jeneponto District Government Agency was influenced by the user's perception of the ease of use of information systems. In this case the state civil apparatus either as a financial operator or treasurer in the working area of the Jeneponto District Government agency. Simultaneously the perception of ease of use and usefulness affects the acceptance of RIFS. In this case the operator / user feels that RIFS is easy to use and useful in doing the job

    Keyless Security: The Smart Solution for Home with a Smart Door Lock

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    This research paper introduces a novel approach to improve security and access control in smart door lock systems. The proposed system incorporates multi-factor authentication, combining a numerical keypad, mobile app, and RFID sensor. Each authentication method is associated with a specific lock, offering differentiated access control. Notably, the system requires the simultaneous use of the mobile app and RFID sensor to unlock a designated lock, adding an extra layer of security. To assess the system's effectiveness, a comprehensive study was conducted, considering security, usability, and user satisfaction. The study involved simulated attacks, user surveys, and usability tests, with data analysis providing insights into the system's resilience and user acceptance. This research contributes to the field of smart door lock systems by offering an innovative approach to enhance security through multi-factor authentication. The findings provide valuable insights for designing advanced access control mechanisms, empowering users with increased confidence in their security measures while maintaining a user-friendly experience
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