122,319 research outputs found

    Children searching information on the Internet: Performance on children's interfaces compared to Google

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    Children frequently make use of the Internet to search for information. However, research shows that children experience many problems with searching and browsing the web. The last decade numerous search environments have been developed, especially for children. Do these search interfaces support children in effective information-seeking? And do these interfaces add value to today’s popular search engines, such as Google? In this explorative study, we compared children’s search performance on four interfaces designed for children, with their performance on Google. We found that the children did not perform better on these interfaces than on Google. This study also uncovered several problems that children experienced with these search interfaces, which can be of use for designers of future search interfaces for children

    Browsing and searching e-encyclopaedias

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    Educational websites and electronic encyclopaedias employ many of the same design elements, such as hyperlinks, frames and search mechanisms. This paper asks to what extent recommendations from the world of web design can be applied to e-encyclopaedias, through an evaluation of users' browsing and searching behaviour in the free, web-based versions of Encyclopaedia Britannica, the Concise Columbia Encyclopaedia and Microsoft's Encarta. It is discovered that e-encyclopaedias have a unique set of design requirements, as users' expectations are inherited from the worlds of both web and print

    The assessment of usability of electronic shopping: A heuristic evaluation

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    Today there are thousands of electronic shops accessible via the Web. Some provide user-friendly features whilst others seem not to consider usability factors at all. Yet, it is critical that the electronic shopping interface is user-friendly so as to help users to obtain their desired results. This study applied heuristic evaluation to examine the usability of current electronic shopping. In particular, it focused on four UK-based supermarkets offering electronic services: including ASDA, Iceland, Sainsbury, and Tesco. The evaluation consists of two stages: a free-flow inspection and a task-based inspection. The results indicate that the most significant and common usability problems have been found to lie within the areas of ‘User Control and Freedom’ and ‘Help and Documentation’. The findings of this study are applied to develop a set of usability guidelines to support the future design of effective interfaces for electronic shopping

    The WEB Book experiments in electronic textbook design

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    This paper describes a series of three evaluations of electronic textbooks on the Web, which focused on assessing how appearance and design can affect users' sense of engagement and directness with the material. The EBONI Project's methodology for evaluating electronic textbooks is outlined and each experiment is described, together with an analysis of results. Finally, some recommendations for successful design are suggested, based on an analysis of all experimental data. These recommendations underline the main findings of the evaluations: that users want some features of paper books to be preserved in the electronic medium, while also preferring electronic text to be written in a scannable style

    Investigating affordances of virtual worlds for real world B2C e-commerce

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    Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users interact through avatars. The literature suggests that virtual worlds can facilitate real world business-to-consumer (B2C) e-commerce. However, few real world businesses have adopted virtual worlds for B2C e-commerce. In this paper, we present results from interviews with consumers in a virtual world to investigate how virtual worlds can support B2C e-commerce. A thematic analysis of the data was conducted to uncover affordances and constraints of virtual worlds for B2C e-commerce. Two affordances (habitability and appearance of realness) and one constraint (demand for specialised skill) were uncovered. The implications of this research for designers are (1) to provide options to consumers that enable them to manage their online reputation, (2) to focus on managing consumers’ expectations and (3) to facilitate learning between consumers

    A HCI principles based framework to assess the user perception of web based Virtual Research Environments. Special issue on Capacity building for post disaster infrastructure development and management

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    Due to various challenges and opportunities such as globalisation of research agenda and advancements in information and communication technologies, research collaborations (both international and national) have become popular during the last decade more than ever before. Within this context, the concept of Virtual Research environments(VRE) is an emerging concept looking at addressing the complex challenges associated with conducting collaborative research. Even though concept of VRE is at its infancy, it is important to assess user perception about those, both to establish its success of uptake and future development strategies. However, to date, there is no formal method established to evaluate VREs .This paper reports a strategy adopted within an international collaborative research project (EURASIA) to evaluate its custom built VRE, VEBER, using the well known Computer Human Interaction principles
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