211 research outputs found
An exploratory study to design an adaptive hypermedia system for online-advertisement
The revolutionary world of the World Wide Web has created an open space for a multitude of fields to develop and propagate. One of these major fields is advertisement. Online advertisement has become one of the main activities conducted on the web, heavily supported by the industry. Importantly, it is one of the main contributors to any businessesâ income. However, consumers usually ignore the great majority of adverts online. This research paper studies the field of online advertisement, by conducting an exploratory study to understand end usersâ needs for targeted online advertisement using adaptive hypermedia techniques. Additionally, we explore social networks, one of the booming phenomena of the web, to enhance the appropriateness of the advertising to the users. The main current outcome of this research is that end users are interested in personalised advertisement that tackles their needs and that they believe that the use of social networks and social actions help in the contextualisation of advertisement
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Collaborative design of educational digital libraries for African higher education
This thesis will develop a model that can be used to guide collaborative design of educational digital libraries that are relevant to the learning objectives and are appropriate to African Higher Education. Factors affecting connections between educational digital library capabilities, learning processes and learnersâ needs in higher education will be identified and used to develop the model. These factors will be identified through qualitative studies with the key players (i.e. academics, information professionals, digital library technical designers and students). The model will be iteratively developed and later evaluated for correctness by some of the key players. So far a preliminary literature review has been done to locate related work and identify knowledge gaps. In addition, a pilot study has been carried out and identified some temporal factors that will be pursued further in the proposed study
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Software development methods and usability: Perspectives from a survey in the software industry in Norway
This paper investigates the relationship between traditional software development methodologies and usability. The point of departure is the assumption that two important disciplines in software development, one of software development methods (SDMs) and one of usability work, are not integrated in industrial software projects. Building on previous research we investigate two questions; (1) Will software companies generally acknowledge the importance of usability, but not prioritise it in industrial projects? and (2) To what degree are software development methods and usability perceived by practitioners as being integrated? To this end a survey in the Norwegian IT industry was conducted. From a sample of 259 companies we received responses from 78 companies. In response to our first research question, our findings show that although there is a positive bias towards usability, the importance of usability testing is perceived to be much less than that of usability requirements. Given the strong time and cost pressures associated with the software industry, we believe that these results highlight that there is a gap between intention and reality. Regarding our second research question our survey revealed that companies perceive usability and software development methods to be integrated. This is in contrast to earlier research, which, somewhat pessimistically, has argued for the existence of two different cultures, one of software development and one of usability. The findings give hope for the future, in particular because the general use of system development methods are pragmatic and adaptable
Making Exhibitions, Brokering Meaning: Designing new connections across communities of practice
New media museum exhibits often see designers representing the research of expert content providers. Despite perceptions that such exhibits provide museum visitors with a greater depth and range of experience, differences in knowledge and practice between designers and content providers can see content development become an unruly, competitive process in which audience experience, digital mediation, visualisation techniques and meaning become contested territory.
Drawing on Etienne Wengerâs theory of âcommunities of practiceâ, this paper argues that designersâ advocacy for audiences and distance from exhibition content well positions them to broker interdisciplinary goal setting so that exhibitions observe the representational objectives of content providers and meet the needs and preferences of museum visitors. A wide range of design literature already discusses the pragmatic benefits and ethical importance of user-centered design, while the literature on co-design suggests that designed outcomes are more successful if the design process considers the interests of all stakeholders.
These discussions can be compelling, but the inherent challenges in engaging othersâ perspectives and knowledge in the design process are less acknowledged, Wengerâs ideas on the social dynamics of group enterprise offering designers valuable insights into the actuality of negotiating designed outcomes with non-designer stakeholders.
The paper has two main aspects. The first outlines the theory of communities of practice, focusing on the brokering of knowledge and practice between disciplines. This discussion frames an analysis of the design process for two museum exhibitions. Representing an original application of Wengerâs ideas, the discussion recognises the unique role of the designed artifact in brokering information visualization processes, transcending the actions and intentions of individual stakeholders. While accepting there are successful examples of interdisciplinary exchange in various areas of design, the interpretation of examples via Wenger contributes useful principles to the theorisation of co-design with non-designer stakeholders.
Keywords:
Information visualization; New media museum exhibits; Multidisciplinary projects; Communities of Practice; Brokering; User-centered design; Co-Design; Etienne Wenger</p
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Using mobile RE tools to give end-users their own voice
Researchers highlight end-user involvement in system design as an important concept for developing useful and usable solutions. However, end-user involvement in software engineering is still an open-ended topic. Novel paradigms such as service-oriented computing strengthen the need for more active end-user involvement in order to provide systems that are tailored to individual end-user needs. Our work is based on the fact that the majority of end-users are familiar with mobile devices and use an increasing number of mobile applications. A mobile tool enabling end-user led requirements elicitation could be just one of many applications installed on end-users' mobile devices. In this paper, we present a framework of end-user involvement in requirements elicitation which motivates our research. The main contribution of our research is a tool-supported requirements elicitation approach allowing end-users to document needs in situ. Furthermore, we present first evaluation results to highlight the feasibility of on-site end-user led requirements elicitation
Presenting the SCL model: adding value to business strategy through UCD principles
This paper presents the Sustainable Consumption Leveraging (SCL) Model and its toolkit, which was developed to help businesses examine their potential for enabling sustainable consumption whilst identifying areas of opportunity to improve their business model and value proposition. The paper begins by establishing the contribution of business towards sustainable consumption and sets out user-centred design (UCD) principles as a valuable approach to leverage sustainable consumption. The relationship between UCD principles and sustainable consumption in a business context was studied through qualitative research. The findings of in-depth interviews with experts, a focus group and a document analysis led to the construction of a theoretical framework, which was used to develop the SCL Model and its toolkit
Critical Success Factors for Positive User Experience in Hotel Websites: Applying Herzberg's Two Factor Theory for User Experience Modeling
This research presents the development of a critical success factor matrix
for increasing positive user experience of hotel websites based upon user
ratings. Firstly, a number of critical success factors for web usability have
been identified through the initial literature review. Secondly, hotel websites
were surveyed in terms of critical success factors identified through the
literature review. Thirdly, Herzberg's motivation theory has been applied to
the user rating and the critical success factors were categorized into two
areas. Finally, the critical success factor matrix has been developed using the
two main sets of data.Comment: Journal articl
Designer's Education to User's Definition Process
AbstractCorrect identification of human capabilities and limitations is essential when designing objects, activities or environments that must facilitate the accomplishment of User's activities. Such identification task is performed routinely in the disciplines of human factors, particularly Ergonomics in Design, given the relevance of that aspect in the correct definition of the characteristics that mediate between users and the system in which is immersed. Day by day numerous technologies, methods, strategies and techniques are developed, that in addition to existing ones, are intended to facilitate the approach to define who the User is, by detecting and analyzing her or his skills and limitations, ways of thinking and behaving when exposed to various stimuli and circumstances leading to an expansion of human knowledge and provides invaluable input to Designing but such tools, techniques and technologies are often quite distant from design practitioner, meaning, it requires working with other fields specialists to usefully incorporate information for design process. Design education should be transdisciplinary
Engineering for User Experience: An Interactive TV Case Study
This paper provides an experience report and position paper describing some subjective and personal insights we gained during the design and development of an interactive television application that had the enhancement of the overall user experience as the main target. Goal of this position paper is to point out practical experience that as simple lessons learned can help avoid that a project fails due to simple communication errors or role-specific different expectations
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