38,835 research outputs found

    Considering the Cultural Issues of Web Design in Implementing Web-Based E-Commerce for International Customers

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    The web design for international e-commerce sites is becoming an increasingly important issue. This paper addresses issues about cultural differences in web design and designers’ views. The summary of research work includes understanding of designers’ attitudes and approaches in designing web sites for different countries. Some suggestions about important aspect of localized design are made from case studies conducted during this research

    Globalization or Localization? A longitudinal study of successful American and Chinese online store websites

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    This paper reports the results of a longitudinal study of 2562 images on the homepages of successful American and Chinese online store websites,with the goal of determining whether cultural factors impact their visual presentation and evolution. Descriptive and statistical content analyses reveal that the U.S. and Chinese online store sites showed significant cross-national image differences from their inception; moreover, the Chinese sites diverged further from the U.S. sites over time, strengthening their own cultural identity and suggesting a trend towards localization in a diverse and dynamic world market. These findings support the view that although English-speaking Western culture is widespread in today’s Information Age, other cultures are not necessarily undermined

    Designing of a Community-based Translation Center

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    Interfaces that support multi-lingual content can reach a broader community. We wish to extend the reach of CITIDEL, a digital library for computing education materials, to support multiple languages. By doing so, we hope that it will increase the number of users, and in turn the number of resources. This paper discusses three approaches to translation (automated translation, developer-based, and community-based), and a brief evaluation of these approaches. It proposes a design for an online community translation center where volunteers help translate interface components and educational materials available in CITIDEL.Comment: 8 pages, 4 figure

    Designing multilingual information access to Tate Online

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    The Tate is Britain's premier national art gallery and includes content from internationally-renowned artists such as Constable and Turner. Like most cultural heritage institutions, the Tate provides online access to a large amount of digitized material. Given the international importance of content provided by the Tate Gallery, multilingual access would seem an ideal way in which to increase accessibility to the collections, and thereby increase traffic to the website. In this short paper we propose using the Tate as a case study for cross-language research and evaluation, determining the gallery’s requirements and the multilingual needs of their end-users

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    The effect of using facebook markup language (fbml) for designing an e-learning model in higher education

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    This study examines the use of Facebook Markup Language (FBML) to design an e-learning model to facilitate teaching and learning in an academic setting. The qualitative research study presents a case study on how, Facebook is used to support collaborative activities in higher education. We used FBML to design an e-learning model called processes for e-learning resources in the Specialist Learning Resources Diploma (SLRD) program. Two groups drawn from the SLRD program were used; First were the participants in the treatment group and second in the control group. Statistical analysis in the form of a t-test was used to compare the dependent variables between the two groups. The findings show a difference in the mean score between the pre-test and the post-test for the treatment group (achievement, the skill, trends). Our findings suggest that the use of FBML can support collaborative knowledge creation and improved the academic achievement of participatns. The findings are expected to provide insights into promoting the use of Facebook in a learning management system (LMS).Comment: Mohammed Amasha, Salem Alkhalaf, "The Effect of using Facebook Markup Language (FBML) for Designing an E-Learning Model in Higher Education". International Journal of Research in Computer Science, 4 (5): pp. 1-9, January 201

    Culture in the design of mHealth UI:An effort to increase acceptance among culturally specific groups

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    Purpose: Designers of mobile applications have long understood the importance of users’ preferences in making the user experience easier, convenient and therefore valuable. The cultural aspects of groups of users are among the key features of users’ design preferences, because each group’s preferences depend on various features that are culturally compatible. The process of integrating culture into the design of a system has always been an important ingredient for effective and interactive human computer interface. This study aims to investigate the design of a mobile health (mHealth) application user interface (UI) based on Arabic culture. It was argued that integrating certain cultural values of specific groups of users into the design of UI would increase their acceptance of the technology. Design/methodology/approach: A total of 135 users responded to an online survey about their acceptance of a culturally designed mHealth. Findings: The findings showed that culturally based language, colours, layout and images had a significant relationship with users’ behavioural intention to use the culturally based mHealth UI. Research limitations/implications: First, the sample and the data collected of this study were restricted to Arab users and Arab culture; therefore, the results cannot be generalized to other cultures and users. Second, the adapted unified theory of acceptance and use of technology model was used in this study instead of the new version, which may expose new perceptions. Third, the cultural aspects of UI design in this study were limited to the images, colours, language and layout. Practical implications: It encourages UI designers to implement the relevant cultural aspects while developing mobile applications. Originality/value: Embedding Arab cultural aspects in designing UI for mobile applications to satisfy Arab users and enhance their acceptance toward using mobile applications, which will reflect positively on their lives.</p

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time
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