54,687 research outputs found

    Aesthetics in the Adoption of Information and Communication Technology

    Get PDF
    Borrowing from Davis’ (1989) Technology Acceptance Model (TAM), Venkatesh and Morris (2000) TAM2 and Kant’s (1790) Theory of Aesthetics; we aim to expand on the contributions and frameworks provided by the literature by testing the nomological relationships between aesthetic judgment, user’s personality and the adoption of innovation in Information and Communication Technology (ICT). This study contributes an exploratory scale for the measurement of aesthetics in ICT. Survey data is utilized to explain perceived aesthetics, moderated by aesthetic centrality of a user, in addition to perceived usefulness, as dimensions of an ICT product that influence adoption intent. Preliminary results also show a weakening influence of social norms, non-significant ease of use indicators. We propose a shift in the paradigm of adoption of ICT innovation in which design, brand affinity and usefulness define the competitiveness of an ICT device in today’s market

    Managerial Gaps in e-Banking Quality Drivers: An Empirical Assessment

    Get PDF
    Providing quality service to the customer is a main issue for e-banking. The extant literature on e-services has preferentially examined quality factors as perceived by customers. On the other hand, quality depends on the managerial perceptions about quality drivers and the decisions that would follow from these perceptions. According to SERVQUAL - the most known service quality model - any gaps between management’s and customers’ perceptions would affect the experienced quality and then the customer satisfaction. The aim of this paper is to explore how bank managers perceive quality drivers for e-banking through a preliminary empirical survey

    Revista Economica

    Get PDF

    Development of a simple information pump.

    Get PDF
    The Information Pump (IP) is a methodology that aims to counter the problems arising from traditional subjective product data collection. The IP is a game theory based process that aims to maximise information extracted from a panel of subjects, while maintaining their interest in the process through a continuous panelist scoring method. The challenge with implementing this arises from the difficulty in executing the 'game'. In its original format, there is an assumption that the game is played with each player using their own PC to interact with the process. While this in theory allows information and scores to flow in a controlled manner between the players, it actually provides a major barrier to the wider adoption of the IP method. This barrier is two-fold: it is costly and complex, and it is not a natural manner for exchanging information. The core objective is to develop a low cost version of the IP method. This will use the game theory approach to maintain interest among participants and maximise information extraction, but remove the need for each participant to have their own PC interface to the game. This will require replacing both the inter-player communication method and the score keeping/reporting

    Pretty maps: evaluating GIS adoption of cartographic design standards and best practices in professional publications

    Get PDF
    The nature of GIS maps, as tools designed for visual communication, puts them in the realm of art that is in many ways unique among scientific tools. As a visual form of communication, maps are responsive to methods of visual design, affecting the map’s appeal and function. Through cartography, a well established body of standards and best-practices exists to help GIS users avoid common design errors and create effective and meaningful maps that support their work. This research examines the adoption rate of those standards amongst professionals using GIS software for creating maps for journal publications. A selection of 80 GIS-produced maps from the AAG’s Professional Geographer were examined and compared to a uniform set of cartographic standards to look for trends in the adoption rates of map design standards amongst GIS map makers. Maps were rated by the author on their use of cartographic standards based on map content and purpose as opposed to their aesthetic quality. The data show trends in GIS cartographic design use that closely follow the inclusion of default values in common GIS software. The implication is that GIS professionals making maps are typically not applying cartographic standards on their own, but mostly following the standards set up in their software of choice. This suggests that there is still significant work to be done in teaching the value of cartographic principles to GIS students and practitioners

    Project:Filter - using applied games to engage secondary schoolchildren with public policy

    Get PDF
    Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic, organizational, or commercial purposes. Applied games were highlighted as an engagement-based outcome to explore noPILLS, a pan-European policy research project which presented policy pointers and suggested methods of interventions for reducing micropollution within the wastewater treatment process. This paper provides an assessment of a video game which was developed for the purpose of public engagement with policy-based research. The video game, Project:Filter, was developed as a means of communicating noPILLS to secondary school children in Scotland as part of a classroom-based activity. Knowledge development and engagement were identified using Interpretative Phenomenological Analysis to evidence topical awareness, depth of understanding, and suggested methods of intervention. Analysis of observations also provided insights into challenges surrounding logistics, pedagogy, social interactions, learning, and gender as contributing factors to the schoolchildren’s experiences of Project:Filter. The intention of this paper is two-fold: firstly, to provide an example of developing video games from policy-based research; and secondly, to suggest methods of phenomenological assessment for identifying play-based engagement

    Infrastructural Speculations: Tactics for Designing and Interrogating Lifeworlds

    Get PDF
    This paper introduces “infrastructural speculations,” an orientation toward speculative design that considers the complex and long-lived relationships of technologies with broader systems, beyond moments of immediate invention and design. As modes of speculation are increasingly used to interrogate questions of broad societal concern, it is pertinent to develop an orientation that foregrounds the “lifeworld” of artifacts—the social, perceptual, and political environment in which they exist. While speculative designs often imply a lifeworld, infrastructural speculations place lifeworlds at the center of design concern, calling attention to the cultural, regulatory, environmental, and repair conditions that enable and surround particular future visions. By articulating connections and affinities between speculative design and infrastructure studies research, we contribute a set of design tactics for producing infrastructural speculations. These tactics help design researchers interrogate the complex and ongoing entanglements among technologies, institutions, practices, and systems of power when gauging the stakes of alternate lifeworlds
    • …
    corecore