5,904 research outputs found

    Service-oriented Context-aware Framework

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    Location- and context-aware services are emerging technologies in mobile and desktop environments, however, most of them are difficult to use and do not seem to be beneficial enough. Our research focuses on designing and creating a service-oriented framework that helps location- and context-aware, client-service type application development and use. Location information is combined with other contexts such as the users' history, preferences and disabilities. The framework also handles the spatial model of the environment (e.g. map of a room or a building) as a context. The framework is built on a semantic backend where the ontologies are represented using the OWL description language. The use of ontologies enables the framework to run inference tasks and to easily adapt to new context types. The framework contains a compatibility layer for positioning devices, which hides the technical differences of positioning technologies and enables the combination of location data of various sources

    Using Privacy Calculus Theory To Assess Users´ Acceptance Of Video Conferencing Apps During The Covid-19 Pandemic

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Information Systems and Technologies ManagementVideoconferencing (VC) applications (apps) are getting notable attention worldwide, from common citizens to professionals as an alternative to vis-à-vis communication specifically during COVID-19. The growth of VC apps is expected to rise even more in the future with the prediction that widespread adoption of remote work will continue to hold even after the pandemic. This research investigates the key drivers for individuals’ intentions into continuing to use this technology in professional settings. Considering the importance of professionals’ perceptions of privacy in professionals’ settings, this study proposes a conceptual model rooted in the theoretical foundations of privacy calculus theory, extended with the conceptualization of privacy concerns for mobile users (MUIPC), ubiquity, and theoretical underpinnings from social presence theory. The conceptual research model was empirically tested by using data collected from a survey of 487 actual users of videoconferencing apps across Europe. Structural equation modeling (SEM) is performed to test the model. The study revealed several findings (1) perceived value in using VC apps motivates the professionals to continue using VC apps and shapes their perception as they evaluate the risk-benefit trade-off they are making when using VC apps. (2) professionals’ indeed form and articulate their own assessment of value based on the perceived risks and benefits associated with using VC apps. However, professionals' perceptions of value are strongly influenced by potential benefits received from using VC apps than by potential risks associated with using VC apps. (3) professionals’ perceived risk is determined by MUIPC and trust. (4) professionals’ perceived benefits are shaped by ubiquity and social presence. For researchers, this study highlights the usefulness of integrating privacy calculus theory, social presence theory and trust in studying the individuals’ behavioral intentions towards new technologies. For practitioners, understanding the key determinants is pivotal to design and build mobile video-conferencing apps that achieve higher consumer acceptance and higher rates of continued usage of VC apps in professional settings

    Interpreting infrastructure: Defining user value for digital financial intermediaries.

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    The 3DaRoC project is exploring digital connectivity and peer-to-peer relationships in financial services. In the light of the near collapse of the UK and world financial sector, understanding and innovating new and more sustainable approaches to financial services is now a critical topic. At the same time, the increasing penetration and take-up of robust high-speed networks, dependable peerto- peer architectures and mobile multimedia technologies offer novel platforms for offering financial services over the Internet. These new forms of digital connectivity give rise to opportunities in doing financial transactions in different ways and with radically different business models that offer the possibility of transforming the marketplace. One area in the digital economy that has had such an effect is in the ways that users access and use digital banking and payment services. The impact of the new economic models presented by these digital financial services is yet to be fully determined, but they have huge potential as disruptive innovations, with a potentially transformative effect on the way that services are offered to users. Little is understood about how technical infrastructures impact on the ways that people make sense of the financial services that they use, or on how these might be designed more effectively. 3DaRoC is exploring this space working with our partners and end users to prototype and evaluate new online, mobile, ubiquitous and tangible technologies, exploring how these services might be extended.Executive Summary: Drawing from Studies of Use - the value, use and interpretation of infrastructure in digital intermediaries to their users. The UK economy has a huge dependence on financial services, and this is increasingly based on digital platforms. Innovating new economic models around consumer financial services through the use of digital technologies is seen as increasingly important in developed economies. There are a number of drivers for this, ranging from national economic factors to the prosaic nature of enabling cheap, speedy and timely interactions for users. The potential for these new digital solutions is that they will allay an over-reliance on the traditional banking sector, which has proved itself to be unstable and risky, and we have seen a number of national policy moves to encourage growth in this sector. Partly as a result of the 2008 banking crisis, there has been an explosion in peer-to-peer financial services for non-professional consumers. These organisations act as intermediaries between users looking to trade goods or credit. However, building self-sustaining or profitable financial services within this novel space is itself fraught with commercial, regulatory, technical and social problems. This document reports on the value, use and interpretation of infrastructure in digital intermediaries to their users, describing analysis of contextual field studies carried out in two retail digital financial intermediary organisations: Zopa Limited and the Bristol Pound. It forms the second milestone document in the 3DaRoC project, developing patterns of use that have arisen on the back of the technical infrastructures in the two organisations that form cases for examination. Its purpose is to examine how the two different technical infrastructures that underpin the transactions that they support–composed of the back-office hardware and software, data structures, the networking and communications technologies used, supported consumer devices, and the user interfaces and interaction design–have provided opportunities for users to realise their financial and other needs. While we orient towards the issues of service use (and its problems), we also examine the activities and expectations of their various users. Our research has involved teams from Lancaster University examining Zopa and Brunel University focusing on the Bristol Pound over approximately a one-year period from October 2013 to October 2014. Extensive interviews, document analysis, observation of user interactions, and other methods have been employed to develop the process analyses of the firms presented here. This report comprises of three key sections: descriptions of the user demographics for Zopa and the Bristol Pound, a discussion about the user experience and its role in community, and an examination of the role of usage data in the development of these a products. We conclude with final analytical section drawing preliminary conclusions from the research presented.The 3DaRoC project is funded by the RCUK Digital Economy ‘Research in the Wild’ theme (grant no. EP/K012304/1)

    Spending time with money: from shared values to social connectivity

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    This article has been made available through the Brunel Open Access Publishing Fund.There is a rapidly growing momentum driving the development of mobile payment systems for co-present interactions, using near-field communication on smartphones and contactless payment systems. The design (and marketing) imperative for this is to enable faster, simpler, effortless and secure transactions, yet our evidence shows that this focus on reducing transactional friction may ignore other important features around making payments. We draw from empirical data to consider user interactions around financial exchanges made on mobile phones. Our findings examine how the practices around making payments support people in making connections, to other people, to their communities, to the places they move through, to their environment, and to what they consume. While these social and community bonds shape the kinds of interactions that become possible, they also shape how users feel about, and act on, the values that they hold with their co-users. We draw implications for future payment systems that make use of community connections, build trust, leverage transactional latency, and generate opportunities for rich social interactions

    Implications of cultural differences between West and East on User Experience and Interaction Design

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    Psychologists have until lately been rather likeminded when it comes to how the human brain is interpreting and processing different types of information. We react in certain ways when exposed to certain information but considering those reactions stem from experiments mainly conducted on Americans is not something that is considered to be of importance. Whereas these statements tend to hold true for many aspects, lately some studies executed on people from different countries with very different cultural background have investigated if those psychological rules indeed are applying on every individual being (Henrich, Heine, & Norenzayan, 2010). When it comes to how Westerners and Easterners (especially Americans and Chinese) process information, remarkably enough plenty of differences were discovered. This thesis will discuss those differences and attempt to analyse whether or not those inequalities could be used to understand how we may adjust technical products when it comes to designing products, mainly focusing on interaction design and user experience. It was found that there may be several relations to cultural background and that they might affect preference towards user interfaces. Even though the amount of participants lacked in some user groups, and more test subjects would be needed, some noticeable patterns were still discovered. It seems like a preference towards more interactivity and more complex and colourful design may be more appreciated by the typical Chinese user, while it seems like it’s basically the opposite for the typical western user
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