184 research outputs found

    Interactivity in mobile applications: a study of continuance intention

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    In the information and technology society we live in today, the number of mobile applications made available gives users the opportunity and need to create criteria and adopt ways to select what they will continue using in so many areas of life. This happens in mobile applications, which are information systems the markets for which have grown exponentially in the last two decades. With this growth, the users’ demands and expectations also grew, and with that, the desire to be able to interact with the systems themselves. In order to contribute to this field of science, we developed research that creates a model combining the Expectation Confirmation Model, presented by Bhattacherjee, and the Interactivity Effects Model, introduced by Shyam Sundar in 2015, through the concepts of modality interactivity, message interactivity, and source interactivity. The use of these concepts in the study of continuance intention, as well as their use on mobile applications as a platform, proved to be important to explore for both this current research and future ones. A mixed methods approach was used, creating an online survey to obtain the quantitative data necessary for the research, followed by a series of interviews made with the goal of confirming and explaining the quantitative data, always supported by the literature on the subject. Of a total of eleven hypotheses, eight were supported by our results, with modality interactivity proving to have a greater positive influence over satisfaction and continuance intention than perceived usefulness. The influence of message interactivity on satisfaction, message interactivity on continuance intention, and source interactivity on continuance intention were not supported by the results. The interviews suggest explanations of these results and allowed the perception that message interactivity tends to include techniques that are harder to recognize, which could justify the poor results obtained when evaluating the quantitative data. This conclusion, apart from its scientific importance, also demonstrates the importance of confirming and further explaining quantitative results when developing scientific research.Na sociedade tecnológica e de informação em que vivemos hoje, a quantidade de aplicações móveis disponíveis exige que os utilizadores criem critérios e adotem formas de selecionar o que continuarão a utilizar em todas as vertentes do seu dia-a-dia. Isto acontece com aplicações móveis, sendo sistemas de informação que viram o seu mercado crescer exponencialmente nas duas últimas décadas. Com este crescimento, as exigências e expectativas dos utilizadores cresceram também, e, com isso, o desejo de poder interagir com os próprios sistemas. Para contribuir para este campo da ciência, decidimos desenvolver um estudo com a criação de um modelo que conjuga o conhecido Expectation Confirmation Model, desenvolvido por Bhattacherjee, e o Interactivity Effects Model, que surge em 2015 com Shyam Sundar, através dos conceitos de interatividade de meio (modality interactivity), interatividade de mensagem (message interactivity) e interatividade de fonte (source interactivity). A utilização destes conceitos no estudo da intenção de continuação de uso, assim como os mesmo tendo as aplicações móveis como plataforma, provaram ser um tema digno de exploração, tanto na presente pesquisa, como noutras futuras. Foi utilizada uma conjugação de métodos de recolha de dados, com a criação de um questionário online para obter os dados quantitativos necessários, seguido pela realização de entrevistas feitas com o objetivo de confirmar e explicar os resultados obtidos através do questionário, sempre com o suporte da literatura existente sobre o tema. De um total de onze hipóteses, oito foram suportadas pelo nosso estudo, com a interatividade de meio (modality interactivity) a provar ter maior influência positiva sobre a satisfação (satisfaction) e a intenção de continuação de uso (continuance intention) do que a variável de utilidade percecionada (perceived usefulness), ainda que fossem confirmadas todas as hipóteses relativas ao expectation-confirmation model. A influência da interatividade de mensagem (message interactivity) na satisfação (satisfaction), assim como da interatividade de mensagem (message interactivity) na intenção de continuação de uso (continuance intention), e da interatividade de fonte (source interactivity) na intenção de continuação de uso (continuance intention) não foram hipóteses confirmadas pelos resultados obtidos. As entrevistas permitiram a explicação destes resultados e a perceção de que a interatividade de mensagem (message interactivity) tem tendência a ser uma ferramenta mais difícil de reconhecer e perceber, apesar de os utilizadores expressarem que sentem satisfação pela sua existência. Esta conclusão provou também a importância da realização de entrevistas, ou, em geral, da confirmação e explicação dos dados quantitativos no desenvolvimento de uma pesquisa científica

    Design Principles for Diffusion of Reports and Innovative Use of Business Intelligence Platforms

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    In order to innovate and respond quickly to new requirements, employees frequently supplement their information systems. This particularly applies to the context of business intelligence (BI) because many users supplement their BI platforms with individually tinkered spreadsheets. Unfortunately, these supplements bear numerous threats such as limited report reuse across all potential users. To address this gap, we establish a design science project. First, we qualitatively explore impediments to diffusion of reports and impediments to innovative use. Second, upon our findings and extant literature, we derive meta-requirements for BI platforms that foster diffusion of reports and innovative use. Third, we develop and discuss principles for how to design a BI platform that would meet the identified meta-requirements. The resulting design principles emphasize (1) permanent user sandboxes to improve innovative use and (2) hybrid recommendation agents based on user interaction, collaborative-filtering, and users\u27 social influence to improve diffusion of reports

    Alter ego, state of the art on user profiling: an overview of the most relevant organisational and behavioural aspects regarding User Profiling.

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    This report gives an overview of the most relevant organisational and\ud behavioural aspects regarding user profiling. It discusses not only the\ud most important aims of user profiling from both an organisation’s as\ud well as a user’s perspective, it will also discuss organisational motives\ud and barriers for user profiling and the most important conditions for\ud the success of user profiling. Finally recommendations are made and\ud suggestions for further research are given

    Design of an E-learning system using semantic information and cloud computing technologies

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    Humanity is currently suffering from many difficult problems that threaten the life and survival of the human race. It is very easy for all mankind to be affected, directly or indirectly, by these problems. Education is a key solution for most of them. In our thesis we tried to make use of current technologies to enhance and ease the learning process. We have designed an e-learning system based on semantic information and cloud computing, in addition to many other technologies that contribute to improving the educational process and raising the level of students. The design was built after much research on useful technology, its types, and examples of actual systems that were previously discussed by other researchers. In addition to the proposed design, an algorithm was implemented to identify topics found in large textual educational resources. It was tested and proved to be efficient against other methods. The algorithm has the ability of extracting the main topics from textual learning resources, linking related resources and generating interactive dynamic knowledge graphs. This algorithm accurately and efficiently accomplishes those tasks even for bigger books. We used Wikipedia Miner, TextRank, and Gensim within our algorithm. Our algorithm‘s accuracy was evaluated against Gensim, largely improving its accuracy. Augmenting the system design with the implemented algorithm will produce many useful services for improving the learning process such as: identifying main topics of big textual learning resources automatically and connecting them to other well defined concepts from Wikipedia, enriching current learning resources with semantic information from external sources, providing student with browsable dynamic interactive knowledge graphs, and making use of learning groups to encourage students to share their learning experiences and feedback with other learners.Programa de Doctorado en Ingeniería Telemática por la Universidad Carlos III de MadridPresidente: Luis Sánchez Fernández.- Secretario: Luis de la Fuente Valentín.- Vocal: Norberto Fernández Garcí

    Systematic Literature Review on Robo-Advisery Adoption towards Young People

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    In the past two decades, numerous studies have focused on robo-advisers in financial technology. Robo-advisers involve automated financial advice for investors, tailoring portfolios based on risk tolerance and objectives, and automatic portfolio-monitoring and rebalancing. While robo-advisers have seen progress in adoption, there are still untapped potentials. This abstract presents a systematic literature review summarising the current state-of-the-art in robo-advisery adoption. By following a detailed, systematic literature-review methodology, the review provides valuable insights for practitioners, potential investors, and researchers seeking to identify areas for further investigation in robo-advisery adoption

    Semantic discovery and reuse of business process patterns

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    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse
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