9,843 research outputs found

    Designing Social Question-and-Answering Interaction Using Goal-Directed Design Method

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    A social question-and-answering (social Q&A) site is an online community where users can ask and answer questions to share their knowledge and all data are publicly accessible. The platform has caught its users’ attention and given them a new way in getting information from other users. However, the growth of social Q&A sites is still followed by some problems faced by its users. This study aims to develop an interaction design of social Q&A using goal-directed design (GDD) method. Compared to User-Centered Design method, the GDD has more specific process. The process accomplished in the development includes four phases: research, modeling, requirement definition, and framework definition. The research phase was done by conducting literature review and potential user interview. The modeling phase was carried out to explore behavior patterns, and combine them into user model. The requirement definition was conducted to determine product functionality and design. In this phase, user scenarios that describe how a persona uses the product were developed. The framework definition phase focused on an interaction framework which was conducted through six steps. The series of phases resulted in personas, scenarios, requirements, and wireframes of the product. Social Q&A product developed in the study is one that is specialized for asking and sharing information about studying abroad. The design was developed in the form of product wireframes and key path scenarios along with storyboards that describe interaction in the product. Key path scenarios were constructed based on tasks personas could perform in the product. Further works include developing visual design framework and conducting usability testing of the design to potential users

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Analysis of Influencing Factors of Knowledge Sharing in the Virtual Academic Community: Based on the Motivation and Demand Theory

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    Virtual academic community is an important position for academic exchange activities of contemporary academic users, while knowledge sharing and communication are the key to its survival and development, as well as its core value. Based on the influence of the characteristics of the virtual academic community on the content of knowledge sharing, the paper integrated the motivation and demand theory, and established the influencing factor model of knowledge sharing in the virtual academic community. The results show that pleasure in helping people, trust and social connections have the significant positive influence on knowledge sharing behavior, Trust and social connections have the significant positive influence on knowledge sharing quality of members in virtual academic community, and reputation and reciprocity have little influence on knowledge sharing quality

    Perspectives of Complementary and Alternative Medicine use by cancer patients in a regional hospital in North Queensland, Australia

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    Objectives: This study aimed to investigate CAMs used, and reasons for and disclosure of this use by cancer patients in a regional hospital in North Queensland, Australia. Methods: Patients attending the Day Oncology Unit of the Townsville University Hospital were invited to participate in a self-completed questionnaire or telephone interview regarding perspectives of their CAM use. Data were analysed using descriptive statistics and chi-squared and independent t-tests were performed to allow comparison between the responses by CAM users and non-users. Results: 102 completed questionnaires were used in the analysis, where 40.2 % of respondents were found to be using some form of CAM. Cannabis, magnesium, and massage were the most prominent therapies used, with cannabis use in cancer, not commonly reported in prior literature. The main reasons given for using CAM were to treat symptoms of cancer, side-effects of treatment or to improve general health. Two-thirds of these respondents disclosed their CAM use to health professionals mostly to obtain a professional opinion or due to concerns of interactions with cancer treatment. CAM users were statistically more likely to have used CAM prior to their cancer diagnosis and have lower emotional wellbeing than non-users. Non-CAM users indicated that a lack of knowledge of CAM or concerns regarding interactions with cancer treatment were the most popular reasons for not adopting these therapies. Conclusion: While lower than the averages of previously published CAM use, our study highlights that there is still a significant group of cancer patients in the North Queensland region using CAMs

    Using a gamified monitoring app to change adolescents' snack intake : the development of the REWARD app and evaluation design

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    Background: As the snacking pattern of European adolescents is of great concern, effective interventions are necessary. Till now health promotion efforts in children and adolescents have had only limited success in changing adolescents' eating patterns and anthropometrics. Therefore, the present study proposes an innovative approach to influence dietary behaviors in youth based on new insights on effective behavior change strategies and attractive intervention channels to engage adolescents. This article describes the rationale, the development, and evaluation design of the 'Snack Track School' app. The aim of the app is to improve the snacking patterns of Flemish 14- to 16-year olds. Methods: The development of the app was informed by the systematic, stepwise, iterative, and collaborative principles of the Intervention Mapping protocol. A four week mHealth intervention was developed based on the dual-system model with behavioral change strategies targeting both the reflective (i.e., active learning, advance organizers, mere exposure, goal-setting, monitoring, and feedback) and automatic processes (i.e., rewards and positive reinforcement). This intervention will be evaluated via a controlled pre-post design in Flemish schools among 1400 adolescents. Discussion: When this intervention including strategies focused on both the reflective and automatic pathway proves to be effective, it will offer a new scientifically-based vision, guidelines and practical tools for public health and health promotion (i.e., incorporation of learning theories in intervention programs)

    Seeking Information in Online Environments — Where, Who, and Why?

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    Given the ubiquity of social media and Web 2.0 resources, there is a current lack of knowledge about the complementary aspects of individualized and social search strategies. This paper looks at the information resource preferences of users, focusing on online resources. Two exploratory studies were done to analyze the motivations behind online information seeking behavior, specifically looking at where people go for information and reasons behind that decision. The first study collected log data from users who used the Web for browsing and searching information, and also asked questions on Q&A sites. The second study used a survey with four different scenarios that asked respondents to rank different information resources. The findings from these studies provide a more comprehensive understanding of how and why people choose to use an information resource/method depending on their information needs.ye

    Gamifying the First Programming Class: Outcomes and Antecedents of Continued Engagement Intention

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    Gamification is applying games in non-game contexts. This study uses card game plays to gamify assessment activity in the first programming class. An experimental study with one-group and post-test are conducted to test the perceived usefulness of the gamifying evaluation method and verify the proposed research model, based on Expectation Confirmation Theory; IT Continuance Model. Students perceive the usefulness of gamifying take-home exams in terms of increasing understanding, problem solving, creativity, and confidence more than the traditional ones. This study provides empirical supports for the relationship between performance and satisfaction and the influence of satisfaction on continued engagement intention of the game plays in classroom settings. The results could be applied to relax students’ anxiety in the programming course\u27s testing

    Following "the Roots" of Kratom (Mitragyna speciosa): The Evolution of an Enhancer from a Traditional Use to Increase Work and Productivity in Southeast Asia to a Recreational Psychoactive Drug in Western Countries.

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    The use of substances to enhance human abilities is a constant and cross-­‐cultural feature in the evolution of humanity. Although much has changed over time, the availability on the Internet, often supported by misleading marketing strategies, has made their use even more likely and risky. This paper will explore the case of Mitragyna speciosa Korth (kratom), a tropical tree used traditionally to combat fatigue and improve work productivity among farm populations in South East Asia, which has recently become popular as novel psychoactive substance in Western countries. Specifically, it: (i) reviews the state of the art on kratom pharmacology and identification; (ii) provides a comprehensive overview of kratom use cross-­‐culturally; iii) explores the subjective experiences of users; (iv) identifies potential risks and side-­‐effects related to its consumption. Finally, it concludes that the use of kratom is not negligible, especially for self-­‐medication, and more clinical, pharmacological and socio-­‐ anthropological studies are needed as well as a better international collaboration to tackle this marginally explored phenomenon

    ATITIUDES TOW ARDS COMPUTER GAMES FOR LEARNING AND Pl.A YER ARCHETYPES: AN EXPLORATION OF MEASURES ON PREINTERVENTION PLAYER CHARACTERISTICS FOR SERIOUS GAME-BASED INTERVENTIONS

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    Serious game-based interventions offer promising health outcome results with the aid of pre-intervention player tailoring and the development of measurements that evaluate pre-intervention player characteristics and subgroups. Video gaming measures can potentially provide helpful tailoring information that discerns individual video gaming preferences which could influence their overall user experience. It is critical that measures that target adolescent video gaming be psychometrically validated. There is a gap in the literature with psychometrically validated measures evaluating adolescent attitudes towards computer games for learning and gaming archetypes. Therefore the aims of this dissertation were to 1) evaluate the psychometric properties (i.e., reliability and validity) of the Attitudes Towards Computer Games for Learning (ATCGFL) adapted from Askar et al.’s Attitudes towards computer-assisted learning (CAL) scale that assessed attitudes towards computer games for learning among a sample of adolescents, and 2) explore and identify the latent class structure (LCA) of the BrainHex measure among the same sample of adolescents. Secondary data analysis of a data set extricated from the “It’s Your Game-Family” study was conducted. Participants were youth aged 11-14 years in Houston, TX, who answered self-guided questionnaires in their home. Exploratory data analysis of the ATCGFL scale was performed. Reliability testing through analyzing internal consistency and test-retest reliability were also performed with the ATCGFL scale. Then, exploratory data analysis of the BrainHex measure was performed through latent class analysis. Results from the exploratory analysis of the ATCGFL scale suggest the adapted attitudes scale supports a 3-factor solution (Satisfaction, Motivation, and Cognition). The 3-factor solution indicates the scale has a mixed quality level of internal consistency because Factor 1 and Factor 2 we have an acceptable level of internal consistency, but Factor 3 has a questionable level of internal consistency. The test-retest reliability of the ATCGFL scale was low, but significant. Last, the latent class analysis of the BrainHex measure results revealed a 3-class model (low probability of gaming element likability gamers, moderate probability of gaming element likability gamers, and high probability of gaming element likability gamers). Overall, these findings suggest the Attitudes Towards Computer Games for Learning scale and BrainHex measure both possess promising utility as measures in tandem with serious game-based interventions, and that further research to conduct confirmatory analysis with both measures is merited
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