300,133 research outputs found
Designing for User-Generated Contents: An Investigation of Product Tags and Lead User Exposure
Recent advances in the Internet have revolutionized the way people share information and choose products. Various new applications allow users to become an active part in developing content on the Web. This study specifically investigates e-commerce product search websites which allow users to search and evaluate products, share product opinions and interests, as well as communicate with other community members. Despite the increasing number of researchers studying diverse issues in this context, there still lacks a theoretical understanding of how the use of user-generated contents on these websites can actually influence people\u27s decision making and social experience online. This study thus focuses on two prevailing design features on websites based on user-generated information – product tags and lead user exposure. Results from a laboratory experiment using a large-scale, real social-network-based product search website are reported
Bias-Aware Design for Informed Decisions: Raising Awareness of Self-Selection Bias in User Ratings and Reviews
People often take user ratings and reviews into consideration when shopping
for products or services online. However, such user-generated data contains
self-selection bias that could affect people decisions and it is hard to
resolve this issue completely by algorithms. In this work, we propose to raise
the awareness of the self-selection bias by making three types of information
concerning user ratings and reviews transparent. We distill these three pieces
of information (reviewers experience, the extremity of emotion, and reported
aspects) from the definition of self-selection bias and exploration of related
literature. We further conduct an online survey to assess the perceptions of
the usefulness of such information and identify the exact facets people care
about in their decision process. Then, we propose a visual design to make such
details behind user reviews transparent and integrate the design into an
experimental website for evaluation. The results of a between-subjects study
demonstrate that our bias-aware design significantly increases the awareness of
bias and their satisfaction with decision-making. We further offer a series of
design implications for improving information transparency and awareness of
bias in user-generated content
User kansei modeling and eco-design
The use of day-to-day life artifacts is a key phase in the lifecycle of products. Indeed it has a great impact on our environment. User centered methods are not yet taken into account in eco-design approaches. These methods are being developed in two ways, by building new user models encompassing complex dimensions such as Kansei and experience, including values and moods, and by integrating the user himself in the design process. This paper deals with setting-up a new theoretical framework associating user-centered design advanced approaches such as experience design, Kansei studies, or participative design and eco-design methods. The final goal is to support product design by providing some guidelines according to environmental issues linked to the users and their abilities
Integrating E-Commerce and Data Mining: Architecture and Challenges
We show that the e-commerce domain can provide all the right ingredients for
successful data mining and claim that it is a killer domain for data mining. We
describe an integrated architecture, based on our expe-rience at Blue Martini
Software, for supporting this integration. The architecture can dramatically
reduce the pre-processing, cleaning, and data understanding effort often
documented to take 80% of the time in knowledge discovery projects. We
emphasize the need for data collection at the application server layer (not the
web server) in order to support logging of data and metadata that is essential
to the discovery process. We describe the data transformation bridges required
from the transaction processing systems and customer event streams (e.g.,
clickstreams) to the data warehouse. We detail the mining workbench, which
needs to provide multiple views of the data through reporting, data mining
algorithms, visualization, and OLAP. We con-clude with a set of challenges.Comment: KDD workshop: WebKDD 200
Media Communication, Consumption and Use: The Changing Role of the Designer
Consumers are changing the way in which they create, experience and consume media. User Generated Content (UGC) marks a shift in the way in which ordinary people are now able to contribute to the creation of media. They have become active citizens in what is now a two way conversation.
The advent of UGC has created new challenges for communication designers who now need to take on the role of a facilitator in this process. The challenge for communication design is not only to identify appropriate methods for communication, but to understand how best to facilitate connections between users such that they create structures that they can inhabit.
This paper explores the changing role of design in UGC rich media communication and presents a Decision Making Framework (DMF) that engages designers in the consideration of the user in the development process. In-depth interviews with leading industry proponents ensure currency of the insights gained.
Keywords:
Design Process, User Generated Content, Communication Design, Fraimwork</p
Illusions of a ‘Bond’: Tagging Cultural Products across Online Platforms
Structured Abstract
Purpose
Most studies pertaining to social tagging focus on one platform or platform type, thus limiting the scope of their findings. This study explores social tagging practices across four platforms in relation to cultural products associated with the book Casino Royale, by Ian Fleming.
Design/methodology/approach
A layered and nested case study approach was used to analyze data from four online platforms: Goodreads, Last.fm, WordPress, and public library social discovery platforms. The top-level case study focuses on the book Casino Royale, by Ian Fleming, and its derivative products. The analysis of tagging practices in each of the four online platforms is nested within the top-level case study. ‘Casino Royale’ was conceptualized as a cultural product (the book), its derived products (e.g., movies, theme songs), as well as a keyword in blogs. A qualitative, inductive, and context-specific approach was chosen to identify commonalities in tagging practices across platforms whilst taking into account the uniqueness of each platform.
Findings
The four platforms comprise different communities of users, each platform with its own cultural norms and tagging practices. Traditional access points in the library catalogues focused on the subject, location, and fictitious characters of the book. User-generated content across the four platforms emphasized historical events and periods related to the book, and highlighted more subjective access points, such as recommendations, tone, mood, reaction, and reading experience. Revealing shifts occur in the tags between the original book and its cultural derivatives: Goodreads and library catalogues focus almost exclusively on the book, while Last.fm and WordPress make additional cross-references to a wider range of different cultural products, including books, movies, and music. The analyses also yield apparent similarities in certain platforms, such as recurring terms, phrasing and composite or multifaceted tags, as well as a strong presence of genre-related terms for the book and music.
Originality/value
The layered and nested case study approach presents a more comprehensive theoretical viewpoint and methodological framework by which to explore the study of user-generated metadata pertaining to a range of related cultural products across a variety of online platforms
The Web 2.0 as Marketing Tool: Opportunities for SMEs
The new generation of Internet applications widely known as Social Media or Web 2.0 offers corporations a whole range of opportunities for improving their marketing efficiency and internal operations. Web 2.0 applications have already become part of the daily life of an increasing number of consumers who regard them as prime channels of communication, information exchange, sharing of expertise, dissemination of individual creativity and entertainment. Web logs, podcasts, online forums and social networks are rapidly becoming major sources of customer information and influence while the effectiveness of traditional mass media is rapidly decreasing. Using the social media as a marketing tool is an issue attracting increasing attention. The hitherto experience is that large public corporations are more likely to make use of such instruments as part of their marketing and internal operations (McKinsey, 2007).The paper defines the Web 2.0 phenomenon and based on the experience of large corporations examines how SMEs could engage the various Web 2.0 instruments in order to efficiently market their products, improve customer relations, increase customer retention and enhance internal operations
Open Source, Crowd Source: harnessing the power of the people behind our libraries
Presented at the Bridging Worlds 2008 Conference in Singapore, this paper was later published in the journal Program: electronic library and information systems in July 2009: http://dx.doi.org/10.1108/00330330910978581
Purpose – The purpose of this paper is to provide an insight into the use of Web 2.0 and Library 2.0 technologies so that librarians can combine open source software with user-generated content to create a richer discovery experience for their users.
Design/methodology/approach – Following a description of the current state of integrated library systems (ILS) and the developments with Web 2.0 and Library 2.0 technologies, examples are given of library suppliers and libraries which are making use of these technologies.
Findings – Libraries are moving away from the traditional, vendor-sourced library catalogue software in favour of open source software that can be tailored to meet the community\u27s needs by the people who are most familiar with those needs: library staff. Open source products and some vendor products outside the traditional ILS market allow libraries to pool data created by users: tags, reviews, comments. This allows the smallest libraries to harvest richer data than those of their own communities.
Originality/value – The paper provides a “snapshot” of current developments in this fast-moving area
User-created persona: Namibian rural Otjiherero speakers
Persona is a communicative artefact for usability that currently functions under the umbrella of User-Centred Design (UCD). Since we argue usability methods differ across cultures, this project presents a cross-cultural research probe on persona generated by indigenous Otjiherero speakers in Namibia. The objective is to find out how participants in this milieu take on, understand and portray persona artefacts, what goals of User Experience (UX) emerge from the inquiry, and whether the artefacts created simulate or differ from those in literature. Tentative methods scaffold from benefits attained by persona in the attempt to advance persona technical communication in cross-cultural design. This experience report presents initial findings on narrative content, rhetorical preferences, and the physical layout of persona artefacts as so-far constructed by Otjiherero speakers in rural Namibia. The report draws to a close reflecting on present challenges and advances, and indicating upcoming pathways
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