172,505 research outputs found

    Examining Users’ Knowledge Change in the Task Completion Process

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    This paper examines the changes of information searchers’ topic knowledge levels in the process of completing information tasks. Multi-session tasks were used in the study, which enables the convenience of eliciting users’ topic knowledge during their process of completing the whole tasks. The study was a 3-session laboratory experiment with 24 participants, each time working on one subtask in an assigned 3-session general task. The general task was either parallel or dependently structured. Questionnaires were administered before and after each session to elicit users’ perceptions of their knowledge levels, task attributes, and other task features, for both the overall task and the sub-tasks. Our results support the assumption that users’ knowledge generally increases after each search session, but there were exceptions in which a “ceiling” effect was shown. We also found that knowledge was correlated with users’ perceptions of task attributes and accomplishment. In addition, task type was found to affect several aspects of knowledge levels and knowledge change. These findings further our understanding of users’ knowledge in information tasks and are thus helpful for information retrieval research and system design

    A system for event-based film browsing

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    The recent past has seen a proliferation in the amount of digital video content being created and consumed. This is perhaps being driven by the increase in audiovisual quality, as well as the ease with which production, reproduction and consumption is now possible. The widespread use of digital video, as opposed its analogue counterpart, has opened up a plethora of previously impossible applications. This paper builds upon previous work that analysed digital video, namely movies, in order to facilitate presentation in an easily navigable manner. A film browsing interface, termed the MovieBrowser, is described, which allows users to easily locate specific portions of movies, as well as to obtain an understanding of the filming being perused. A number of experiments which assess the system’s performance are also presented

    The role of presentation format on decision-makers' behaviour in accounting

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    The recent increase in researching presentation format area is resulting in an increase in awareness of the importance of presentation format on decision-makers' behaviour. This paper presents a synthesis of prior research on presentation format in the accounting literature which could be used as bases and references for future research. It reviews and evaluates existing accounting literature that examines the linkages of presentation format on decision-makers behaviour. Finally, future research opportunities in this area are made

    Programming Not Only by Example

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    In recent years, there has been tremendous progress in automated synthesis techniques that are able to automatically generate code based on some intent expressed by the programmer. A major challenge for the adoption of synthesis remains in having the programmer communicate their intent. When the expressed intent is coarse-grained (for example, restriction on the expected type of an expression), the synthesizer often produces a long list of results for the programmer to choose from, shifting the heavy-lifting to the user. An alternative approach, successfully used in end-user synthesis is programming by example (PBE), where the user leverages examples to interactively and iteratively refine the intent. However, using only examples is not expressive enough for programmers, who can observe the generated program and refine the intent by directly relating to parts of the generated program. We present a novel approach to interacting with a synthesizer using a granular interaction model. Our approach employs a rich interaction model where (i) the synthesizer decorates a candidate program with debug information that assists in understanding the program and identifying good or bad parts, and (ii) the user is allowed to provide feedback not only on the expected output of a program, but also on the underlying program itself. That is, when the user identifies a program as (partially) correct or incorrect, they can also explicitly indicate the good or bad parts, to allow the synthesizer to accept or discard parts of the program instead of discarding the program as a whole. We show the value of our approach in a controlled user study. Our study shows that participants have strong preference to using granular feedback instead of examples, and are able to provide granular feedback much faster

    Systematic evaluation of design choices for software development tools

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    [Abstract]: Most design and evaluation of software tools is based on the intuition and experience of the designers. Software tool designers consider themselves typical users of the tools that they build and tend to subjectively evaluate their products rather than objectively evaluate them using established usability methods. This subjective approach is inadequate if the quality of software tools is to improve and the use of more systematic methods is advocated. This paper summarises a sequence of studies that show how user interface design choices for software development tools can be evaluated using established usability engineering techniques. The techniques used included guideline review, predictive modelling and experimental studies with users

    Time Pressure and System Delays in Information Search

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    We report preliminary results of the impact of time pres- sure and system delays on search behavior from a laboratory study with forty-three participants. To induce time pres- sure, we randomly assigned half of our study participants to a treatment condition where they were only allowed five minutes to search for each of four ad-hoc search topics. The other half of the participants were given no task time limits. For half of participants’ search tasks (n=2), five second de- lays were introduced after queries were submitted and SERP results were clicked. Results showed that participants in the time pressure condition queried at a significantly higher rate, viewed significantly fewer documents per query, had significantly shallower hover and view depths, and spent sig- nificantly less time examining documents and SERPs. We found few significant differences in search behavior for sys- tem delay or interaction effects between time pressure and system delay. These initial results show time pressure has a significant impact on search behavior and suggest the de- sign of search interfaces and features that support people who are searching under time pressure

    A self-regulation-based eHealth intervention to promote a healthy lifestyle : investigating user and website characteristics related to attrition

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    Background: EHealth interventions can reach large populations and are effective in increasing physical activity (PA) and fruit and vegetable intake. Nevertheless, the effects of eHealth interventions are overshadowed by high attrition rates. Examining more closely when users decide to leave the intervention can help eHealth developers to make informed decisions about which intervention components should be reshaped or simply removed. Investigating which users are more likely to quit an intervention can inform developers about whether and how their intervention should be adapted to specific subgroups of users. Objective: This study investigates the pattern of attrition in a web-based intervention to increase PA, fruit and vegetable intake. The first aim is to describe attrition rates according to different self-regulation components. A second aim is to investigate if certain user characteristics are predictors for start session completion, returning to a follow-up session and intervention completion. Methods: The sample consisted of 549 adults who participated in an online intervention, based on self-regulation theory, to promote PA and fruit and vegetable intake, called ‘MyPlan 1.0’. Using descriptive analysis, attrition was explored per self-regulation component (e.g. action planning, coping planning, 
). To identify which user characteristics predict completion, logistic regression analyses were conducted. Results: At the end of the intervention programme, there was an attrition rate of 78.2%. Attrition rates were very similar for the different self-regulation components. However, attrition levels were higher for the fulfilment of questionnaires (e.g. to generate tailored feedback) than for the more interactive components. The highest amount of attrition could be observed when people were asked to make their own action plan. There were no significant predictors for first session completion. Yet, two subgroups had a lower chance to complete the intervention, namely male users (OR: 2.24, 95% CI= 1.23-4.08) and younger adults (OR: 1.02, 95% CI= 1.00-1.04). Furthermore, younger adults were less likely to return to the website for the first follow-up after one week (OR= 1.03, 95% CI= 1.01-1.04). Conclusions: This study informs us that eHealth interventions should avoid the use of long questionnaires and that users should be provided with a rationale for several components (e.g. making an action plan, completing questions, 
). Furthermore, future interventions should focus first on motivating users for the behaviour change, before guiding them through action planning. Though, this study provides no evidence for removal of one of the self-regulation techniques based on attrition rates. Lastly, strong efforts are needed to motivate male users and younger adults to complete eHealth interventions

    The use of non-intrusive user logging to capture engineering rationale, knowledge and intent during the product life cycle

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    Within the context of Life Cycle Engineering it is important that structured engineering information and knowledge are captured at all phases of the product life cycle for future reference. This is especially the case for long life cycle projects which see a large number of engineering decisions made at the early to mid-stages of a product's life cycle that are needed to inform engineering decisions later on in the process. A key aspect of technology management will be the capturing of knowledge through out the product life cycle. Numerous attempts have been made to apply knowledge capture techniques to formalise engineering decision rationale and processes; however, these tend to be associated with substantial overheads on the engineer and the company through cognitive process interruptions and additional costs/time. Indeed, when life cycle deadlines come closer these capturing techniques are abandoned due the need to produce a final solution. This paper describes work carried out for non-intrusively capturing and formalising product life cycle knowledge by demonstrating the automated capture of engineering processes/rationale using user logging via an immersive virtual reality system for cable harness design and assembly planning. Associated post-experimental analyses are described which demonstrate the formalisation of structured design processes and decision representations in the form of IDEF diagrams and structured engineering change information. Potential future research directions involving more thorough logging of users are also outlined

    Can I Have Your Attention? Implications of the Research on Distractions and Multitasking for Reference Librarians

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    The media have identified the last decade as “the age of distraction.” People today find it harder to work on long, sustained tasks because distractions are eroding their attention span, fostering a culture of discontinuity. Fields as diverse as psychology, business, education, human-computer interaction, and communication studies have produced a wealth of studies on interruptions, distractions, and multitasking–research that has important implications for reference librarians. The nature of our jobs invites interruptions by the public, requires familiarity with the latest technology, stimulates curiosity about a broad range of subjects, and demands adeptness at multitasking–all factors which can atomize attention
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