12 research outputs found
āļāļēāļĢāļāļąāļāļāļēāđāļāļ§āļāļēāļāļāļēāļĢāļāļāļāđāļāļāđāļ§āđāļāđāļāļāđāļāđāļēāļāļāļēāļĢāļāđāļāļāđāļāļĩāđāļĒāļ§āļŠāļģāļŦāļĢāļąāļāļāļđāđāļŠāļđāļāļāļēāļĒāļļ
This research aims to develop tourism-related website design guidelines for senior web users to help elderly users to make plans and decisions for travelling through the appropriate websites about tourism for the elderly. Researchers developed a tourist website and recruited 30 people who were over 60 years old, had experience in browsing the internet, and had an interest in travelling to test the usability of the website. The evaluation of usability was based on five features which were learnability, efficiency, memorability, errors and satisfaction. Results showed that the sample was able to easily learn to use the website (xÂŊ = 4.05, SD = 0.40) and had high satisfaction with the developed website (xÂŊ = 4.27, SD = 0.40). The average time they spent working on activities on the developed site was significantly less than the time used on an existing tourism websites at .05 level of statistical significance t (29) = 14.36, p = .000. Moreover, the senior web users could easily learn to use the Automatic Trip Planner menu (xÂŊ = 4.25, SD = 0.40)
Personal Document Management System Supporting Group Document Management
The purposes of this paper are to present a personal document management system that could accommodate group document management and to present the results of technology acceptance assessment of the developed system. The system was designed based on the prior study of the Thaisâ personal document management behavior on computers and the effects of different personal document management strategies on group document management. Main functions of the system are managing documents, searching for documents, and setting system preferences. Fifteen participants, who had participated in the prior study, were chosen by quota sampling from each type of personal document management strategy. Using the Technology Acceptance Model (TAM), these participants evaluated the level of technology acceptance of the system. The evaluation results showed that the overall perceived ease of use was considered a high level, with an average of 4.43 (SD 0.563). The overall perceived usefulness also achieved a high level, with an average of 4.48 (SD 0.624). The overall behavioral intention to use reached a high level as well, with an average of 4.53 (SD 0.507). When considering each personal document management strategy, participants in every type of personal document management strategy rated high level for all three aspects of technology acceptance
āđāļāļ§āļāļēāļāļāļēāļĢāļāļāļāđāļāļāđāļ§āđāļāđāļāļāđāļāđāļēāļāļŠāļļāļāļ āļēāļāļŠāļģāļŦāļĢāļąāļāļāļđāđāļŠāļđāļāļāļēāļĒāļļ
Due to the physical and cognitive limitations of elderly users, the use of websites by senior users are different from younger web users. This research studied design guidelines for health-related website construction appropriate for elderly users. Researchers designed two different website layouts and asked thirty senior users to use them to complete several activities, i.e., web registration, selecting content to read, page turning, change of font size, information searching, returning to the home page, choosing to see a sitemap, and filling in a contact form. After the elderly finished trying out the websites, the elderly users rated the level of difficulty when performing each activity. Results showed that the senior users did not know the meaning of icons which represented the website functions. Therefore, a text label should be provided for each image or icon. In addition, position of the menu did not seem to affect the elderlyâs ability to use the websites. However, a short description for each menu should be implemented in order to lessen user confusion
Tangible user interface design for learners with different multiple intelligence
The creation of learning activities responsive to learners with different basic skills has been limited due to a classroom environment and applied technologies. The goals of this research were to develop Tang-MI, a game with a tangible user interface supporting primary school learnersâ analytical skills based on the theory of multiple intelligences (MI), and to present design guidelines for a tangible user interface suitable for learners in different MI groups. In this research, the Tangible user interface for multiple intelligence (Tang-MI) was tested with thirty students initially evaluated for their multiple intelligences. The learnersâ usage behavior was observed and recorded while the students performed the assigned tasks. The behavioral data were analyzed and grouped into behaviors occurring before performing the tasks, during the tasks, and after completing the tasks. Based on the learnersâ usage behavior, the tangible user interface design guidelines for learners in different MI groups were proposed concerning physical equipment design, question design, interactive program design, audio design, and animated visual feedback design. These guidelines would help educators build learning games that respond to the learnersâ intelligence styles and enhance studentsâ motivation to learn
Is seeing really believing?: the role of video in remote communication between government agencies
Video-mediated communication (VMC) has been considered valuable for remote collaboration and conferencing. Particularly during military conflicts and national terrorism crises, various government agencies, including those in different countries, are commonly involved in remote collaborations. Trust is a critical factor in such remote collaborations. Video has been shown to be important in building trust in remote communication (Jun, et al, 2001; Rocco, 1998) and its desirability for that task has been assumed (Finn, Sellen, & Wilbur, 1997). However, recent studies show that video is unnecessary in most situations, except negotiation and communication with non-native speakers (Zhang, Olson & Olson, 2004, Short, William, & Christie, 1976; Veinott, Olson, Olson, & Fu, 1999). People communicate well enough with a pure voice connection (Gale, 1989; Ochsman & Chapanis, 1974; Williams, 1977). Clearly, to improve teamwork among crosscultural government agencies, it is important to understand how communication media (video, Instant Messaging, face-to-face) and culture interact. To investigate this research problem, a series of studies have been proposed that will attempt to analyze whether video communication confers significant benefits on trust perception and development among government agencies involved in global collaboration
Development of a Two-Way Multiple Intelligence Assessment Questionnaire for Primary School Children
The purpose of this study was to develop a two-way Multiple Intelligence assessment for primary school children. The researchers designed and developed a two-way Multiple Intelligence assessment which helped increase the accuracy of identifying outstanding Multiple Intelligence of students more than a one-way assessment approach. The two-way Multiple Intelligence assessment consisted of two assessment forms. The first assessment form was designed for teachers or guardians to observe and assess the students. The second form was intended for the studentsâ self-assessment. The developed tools were tried out twice. The sample of first test was forty primary school students and three teaching advisors. The sample of the second test was thirty-five primary school students and three teaching advisors. The samples of both tests were different groups. For both tests, a comparison between the teachersâassessment and the studentsâ self-assessment results were more than or equal to ninety-five percent matched. An analysis by using the Cohen's Kappa statistic revealed that the reliability between the teachersâ assessment results and studentsâ self-assessment results achieved the highest level, which were 0.94 and 0.96, respectively. The researchers also developed online assessment forms in order to reduce errors caused by form filling and to attract students
Gender differences in trust perception and performance when using IM and video
The effect of gender information on trust building in virtual settings is an important yet unexplored area in HCI. In this paper we empirically investigate gender differences in trust perception in two media, video and Instant Messaging (IM), while performing negotiation and brainstorming tasks. Participants who did not previously know each other were recruited to form three possible pairings: male/male, male/female and female/female. Each pair carried out a task via computer-mediated communication using either video or IM. Our primary results uncover a significant gender difference in trust perception, with both female/female and male/female pairs perceiving higher levels of trust than male/male pairs when gender information about the partner is seen via the video channel. The results also show that all gender pairs perceive higher levels of trust in the brainstorming task than in the negotiation task. Another interesting finding is that male/female pairs have better performance outcomes than the other two pairings
Asian CHI symposium: HCI research from Asia and on Asian contexts and cultures
This symposium showcases the latest HCI work from Asia and those focusing on incorporating Asian sociocultural factors in their design and implementation. In addition to circulating ideas and envisioning future research in human-computer interaction, this symposium aims to foster social networks among academics (researchers and students) and practitioners and grow a research community from Asia
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The data were collected through in-depth interviews and non-participant observation of sixteen participants who were between 55-69 years old living in Bangkok and suburban area with the experience in using the LINE application on a smartphone. The sample group participated in the study by performing twelve activities via the LINE application. The usage behavior collected from the participants was analyzed by a visualization technique. Results of the study found that the elderly with different gender, age, usage experience, and frequency of use per week did not show much difference in the usage behavior of LINE. The primary objective for using LINE of most elderly users was to contact friends. Most of the elderly who successfully performed the tasks employed Android-based smartphones. Sending stickers was one of activities that all participants could carry out successfully. Almost all of them learned how to use the application from their children. The participants would choose not to perform the activity if it was too complex to access. Most of the elderly were likely to perform the activities that they know how to do and perform frequently, for example, sending text messages, sending stickers, sending photos, and etc. For an unfamiliar activity, they would try to find relevant menus; however, they were afraid to make a decision because they were worried that if they made a mistake, their data in the application would be affected. For unsuccessful activities, the elderly stated that they could not perform the task because they could not select the right menu. Therefore, the design of the application is essential in enabling the elderly users to access and perform the task. This research results can be used to develop guidelines for designing a communication application including other applications suitable for the needs of the elderly
Saving Face or Sharing Personal Information? A Cross-Cultural Study on Knowledge Sharing
Knowledge sharing within an organisation is increasingly important in today's fast-moving and knowledge-based economy (Chow et al., 2000, Journal of Management Accounting, 12, 65â95; Bukowitz and Petrash, 1997, Research Technology Management, 40, 24â31). This empirical study examines the interaction effects of national culture and group members' relationship (in-group/out-group) on knowledge-sharing attitude. A total of 197 Chinese undergraduate students and 111 American undergraduate students participated in the study. The first finding was that both Chinese and American students were more willing to share personal knowledge with in-group members than with out-group members. Furthermore, the results showed that same working experience between group members was more important than same national cultural background in determining people's attitude towards knowledge sharing. Another interesting finding was that Chinese participants were more willing to share personal information with an American stranger (out-group) than a Chinese stranger (in-group), while American participants showed no such difference. In summary, these findings indicate that a global organisation should take both national culture and in-group/out-group factors into consideration to facilitate knowledge sharing.Knowledge sharing, cross-cultural collaboration, in-group/out-group effect, face saving theory