4,188 research outputs found

    Mobile Instant Messaging Apps: Usability Evaluation on iOS and Android Platforms and Recommendations for Developers

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    With the current growth in the use of smartphone devices, and the large amount of Mobile Instant Messaging applications available in the markets, this co-occurrence makes it highly valuable to evaluate the usability of this kind of applications in order to provide more satisfying user experiences. Within this paper, a systematic usability evaluation of Mobile Instant Messaging applications is presented, which will be applied to both iOS and Android platforms. Based on the results, it is suggested that this type of mobile applications present serious problems in performing tasks, poor user interfaces and lack of information about privacy and security features. Likewise, along with the results, this paper presents a list of usability recommendations to help developers improve their Instant Messaging applications

    Emerging technologies for learning (volume 2)

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    The learning preferences of current generational groups

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    Today's computer literate students think in ways that are incompatible with current educational goals and practices. If one of the aims of learning is to provide lifelong benefits for all, then a substantial rethink on the learning needs of students and the goals of education has become paramount. This emergent imperative presents an unfamiliar challenge for educational institutions to examine their past assumptions and to facilitate success in meeting the needs of current and future generations of learners. The type of change proposed in this paper requires a comprehensive rethink not only to devise innovative alternatives to accepted methods and practices, but also to develop theories and pedagogies more attuned to the preferences, values, and attitudes of the technology and information proficient generations. The eventual outcome will be a dramatic transformation in the essential nature and purpose of the online learning environment. It is not just bridging the transition from 'traditional' to 'digitised' learning that is fraught with difficulties. Any attempt to accommodate the skills and learning needs of the current generation computer "literate" will compel education designers to think entirely "outside the box" and consider solutions previously thought impossible. Success in meeting the needs of learners will require radically new teaching methods and strategies. Such strategies may include for example: content interactive features that offer "intelligent" meaningful responses; the ability to annotate and record ideas as required; user generated (manually) and automatically (dynamically generated hyperlinks to alternative materials relative to the current context; and automated display of customised content such as interactive assessments and constructive feedback tailored to students' immediate learning needs. For these innovations to be truly effective, libraries must also be viewed as an essential component of a complex network of information resources. Thus, it is argued that the nature of the learning environment must change dramatically, in particular in relation to the choice of flexible delivery techniques that are supported by distributed computing networks, advanced educational software, and universal access to quality learning resources regardless of location and time

    Virtual Collaboration with Mobile Social Media in Multiple-Organization Projects

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    This study investigates the use of mobile social media as emerging collaboration tools by virtual teams. Based on the construal level theory, it develops a research model hypothesizes that collaboration tool effectiveness influence contextual performance and task performance through the mediation of procedure agreeability. In addition, geographic dispersion, team size and project duration serve as moderators as they reflect virtual collaboration complexity. Empirical findings support most hypothesized relationships. Theoretical and practical implications are discussed

    Designing learning-skills towards industry 4.0

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    The world is shrinking now more than ever due to new scientific and technological breakthroughs that expand the boundaries of human knowledge, resulting in improvements in transportation, communication, space exploration and educational technologies. Today’s students will compete in a technological, diverse, multi-cultural world and must be prepared to thrive in this futuristic environment. Therefore, it is vital that today’s pedagogy produce lifelong learners, who can succeed in a global pulpit. To ensure our educational technology progresses at the rate demanded by today’s ubiquitous digital learners, we review emerging technologies and traditional teaching methods and propose desirable changes. Future companies will need employees with specific Internet of Things connected additive manufacturing skills across the value stream, including computer-aided design, machine operation, raw material development, robotics and supply chain management; but these are only island of excellence in industry 4.0 and not the consummate requirement of the manufacturing process

    Designing Blockchain enabled customer experiences for new digital services

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    This practice-based paper presents a case study of designing services utilising blockchain technology. Blockchain provides an extremely secure record of transactions and has the potential to simplify and automate many complex processes. In this example Blockchain is used to validate a person’s identity through a digital passport. In using Blockchain the customer journey becomes highly automated and has no points of user interaction, which user-research revealed has both benefits and disadvantages. The paper discusses the challenges and opportunities of highly automated processes and proposes a framework of design principles to be used when developing Blockchain and technology-based services that produce invisible processes

    When traditional advocacy goes high-tech

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    This thesis defines the essentials of activism and gives examples of online technology that can assist grassroots organizations in promoting positive change within their communities. I discuss existing online technologies that make it possible for grassroots organizations to enhance the traditional (non-Internet-based) approaches to activism. Online activism is a growing trend among non-profit organizations. Several online awards are given to organizations that have noticeably pursued online pursuit of electronic advocacy. From making telephone calls to organizing demonstrations, grassroots groups can begin saving money, time, and human resources. The Internet frees people from physical barriers and borders. I have investigated current online technologies that can be used to supplement traditional activism services. I give one example per approach that can be used online. The examples include self-education, promoting your organization\u27s message, successful online actions, information distribution, corporate utilization, and the future of online activism. Examples of activism in this report focus on non-violent advocacy or civil disobedience. I have researched online activism through the use of periodicals, books, World Wide Web Internet searches, and interviews with advocacy specialists. This report offers evidence that the Internet has changed, and will continue to change, the paradigm of political and social activism. By providing increased access using new, fast, and efficient technology, more people are able to have a greater say in shaping their worlds

    Exploring language contact and use among globally mobile populations: a qualitative study of English-speaking short-stay academic sojourners in the Republic of Korea

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    This study explores the language contact and use of English speaking sojourners in the Republic of Korea who had no prior knowledge of Korean language or culture prior to arriving in the country. The study focuses on the use of mobile technology assisted l anguage use. Study participants responded to an online survey about their experiences using the Korean language when interacting with Korean speakers, their free time activities, and the types of digital and mobile technologies they used. The survey respon ses informed questions for later discussion groups, in which participants discussed challenges and solutions when encountering new linguistic and social scenarios with Korean speakers. Semi structured interviews were employed to examine the linguistic, soc ial and technological dimensions of the study participants’ brief sojourn in Korea in more depth. The interviews revealed a link between language contact, language use and a mobile instant messaging application. In the second phase of the study, online surveys focused on the language and technology link discovered in the first phase. Throughout Phase Two , the researcher observed the study participants in a series of social contexts, such as informal English practice and university events. Phase Two concluded with semi structured interviews that demonstrated language contact and use within mobile instant messaging chat rooms on participants’ handheld smart devices. The two phases revealed three key factors influencing the language contact and use between the study participants and Korean speakers. Firstly, a mutual perspicacity for mobile technologies and digital communication supported their mediated, screen to screen and blended direct and mediated face to screen interactions. Secondly, Korea’s advanced digital environment comprised handheld smart devices, smart device applications and ubiquitous, high speed Wi Fi their Korean speaking hosts to self reliance. Thirdly, language use between the study participants and Korean speakers incorporated a range of sociolinguistic resources including the exchange of symbols, small expressive images, photographs, video and audio recordings along with or in place of typed text. Using these resources also helped the study participants learn and take part in social and cultural practices, such as gifting digitally, within mobile instant messaging chat rooms. The findings of the study are drawn together in a new conceptual model which h as been called sociolinguistic digital acuity , highlighting the optimal conditions for language contact and use during a brief sojourn in a country with an unfamiliar language and culture
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