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How Growing Older Leads to Different Patterns in Smartphone Usage Among Genders: Evidence From Korea 年龄增长如何导致不同性别的智能手机使用模式:来自韩国的证据
IF 1.6 Q3 Computer Science Pub Date : 2020-07-01 DOI: 10.4018/IJMHCI.2020070103
Chiho Ok
The present study investigates the moderating role of age on the differences in smartphone usage patterns by gender. Therefore, a literature review is first made to verify the differences in smartphone usage patterns by gender, as well as the role of age in the relationship between gender and smartphone usage patterns. Based on these reviews, the moderating effects of age are hypothesized in the relationship between gender and smartphone usage patterns. The empirical study includes smartphone usage data from 9,566 individuals which reflected the actual use of smartphones. The relevant theoretical and practical implications are presented based on the study results.
本研究调查了年龄对性别智能手机使用模式差异的调节作用。因此,我们首先通过文献综述来验证智能手机使用模式的性别差异,以及年龄在性别与智能手机使用模式之间的关系中的作用。基于这些评论,年龄在性别和智能手机使用模式之间的关系中起到了调节作用。该实证研究包括9566个人的智能手机使用数据,这些数据反映了智能手机的实际使用情况。根据研究结果,提出了相关的理论和实践意义。
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引用次数: 0
Developing Interactive Mobile Learning Experiences for Healthcare Professionals: Content and Community of Practice Recommendations 为医疗保健专业人员开发交互式移动学习体验:内容和实践社区建议
IF 1.6 Q3 Computer Science Pub Date : 2020-04-01 DOI: 10.4018/ijmhci.2020040103
H. Kellam
The purpose of this article was to examine best practices for designing inquiry-based contextual instructional content and determining the pedagogical uses and impacts of communities of practice for supporting mobile learning activities. In this convergent parallel mixed methods case study, mobile learning experiences were accessed by physicians, nurses, and healthcare professionals at medical organizations across Ontario. Impact was measured by the learning outcomes and experiences of study participants. Findings highlighted the effectiveness of context-specific, situated learning content for application of learned skills, integration of new knowledge, and identification of best practices. Synchronous discussion forums were examined for collaboration and communication during mobile learning, and asynchronous forums were ideal for post-learning collaboration, problem-solving and resource sharing.
本文的目的是研究设计基于探究的情境教学内容的最佳实践,并确定支持移动学习活动的实践社区的教学用途和影响。在这个融合并行混合方法案例研究中,安大略省医疗机构的医生、护士和医疗保健专业人员访问了移动学习体验。影响是通过研究参与者的学习成果和经验来衡量的。研究结果强调了在应用所学技能、整合新知识和确定最佳实践方面,情境化、情境化学习内容的有效性。研究考察了同步论坛在移动学习过程中的协作和交流,而异步论坛是学习后协作、解决问题和资源共享的理想选择。
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引用次数: 0
Exploring the Influence of Live Streaming in Mobile Commerce on Adoption Intention From a Social Presence Perspective 从社交存在的角度探讨移动商务中直播对采用意愿的影响
IF 1.6 Q3 Computer Science Pub Date : 2020-04-01 DOI: 10.4018/ijmhci.2020040104
Zixi Liu, Jian Yang, Lin Ling
With the rise of live streaming, many internet companies began to carry out the live streaming business, and this system was applied in various fields. Due to the emergence of e-commerce live streaming in recent years, the studies on it are not comprehensive. And for the construction of live streaming of mobile e-commerce, it is rarely considered from the perspective of users' hedonic needs. This study combined with the social presence theory to build a conceptual model explored the impact of this system on users' intention to adopt from the perspective of enjoyment feeling. The results show visual scene positively affects users' perceived enjoyment, visual scene and communication function have positive effect on social presence, social presence has positive effect on perceived enjoyment, and perceived enjoyment positively affects users' adoption intention. Finally, the authors provide practical suggestions and strategies for platform operators and sellers.
随着直播的兴起,许多互联网公司开始开展直播业务,该系统被应用于各个领域。由于近年来电商直播的兴起,对其的研究并不全面。而对于移动电商的直播建设,很少从用户的享乐需求角度考虑。本研究结合社会在场理论构建概念模型,从享受感受的角度探讨该制度对用户采用意愿的影响。结果表明:视觉场景正向影响用户感知享受,视觉场景和沟通功能正向影响社交在场,社交在场正向影响感知享受,感知享受正向影响用户采用意愿。最后,对平台运营者和销售者提出了切实可行的建议和策略。
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引用次数: 19
Chakuri-Bazaar: A Mobile Application for Illiterate and Semi-Literate People for Searching Employment Chakuri-Bazaar:一个为文盲和半文盲寻找工作的移动应用程序
IF 1.6 Q3 Computer Science Pub Date : 2020-04-01 DOI: 10.4018/ijmhci.2020040102
M. Islam, M. A. Ahmed, A. Islam
The purpose of this paper is to explore the design principles to develop mobile applications for illiterate and semi-literate people and to design, develop, and evaluate a mobile application for illiterate and semi-literate people in Bangladesh using the revealed design principles and following a design science research approach. The authors first conducted a requirement elicitation study to reveal a set of design principals to make the user interface (UI) intuitive for illiterate and semi-literate people. Then, a mobile application (Chakuri-Bazaar) was developed following these design principals. Finally, the application was evaluated with 40 illiterate and semi-literate people through a field study. As outcome, a set of design principles was revealed for designing usable mobile application for illiterate and semi-literate people. The findings of the evaluation study suggest that the application was effective, efficient, and the users were satisfied in terms of its ease of use, ease of learning, willingness to use it in future, and willingness to recommend it to others.
本文的目的是探索为文盲和半文盲开发移动应用程序的设计原则,并使用揭示的设计原则和遵循设计科学研究方法,为孟加拉国的文盲和半文盲设计,开发和评估移动应用程序。作者首先进行了需求启发研究,以揭示一组设计原则,使用户界面(UI)对文盲和半文盲来说是直观的。然后,根据这些设计原则开发了一个移动应用程序(Chakuri-Bazaar)。最后,通过实地考察,对40名文盲和半文盲进行评估。结果,揭示了一套设计原则,为文盲和半文盲设计可用的移动应用程序。评价研究的结果表明,该应用程序是有效的,高效的,用户在易用性,易学性,未来使用的意愿和推荐给他人的意愿方面都是满意的。
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引用次数: 11
Layout Optimization for Online Questionnaires on Mobile Devices 移动设备在线问卷的布局优化
IF 1.6 Q3 Computer Science Pub Date : 2020-04-01 DOI: 10.4018/ijmhci.2020040101
Helge Nissen, Monique Janneck
Participants increasingly use mobile devices, especially smartphones, to fill out online questionnaires. However, standard questionnaire templates are often not optimized for presentation on smartphones, raising the question of whether an unfavorable layout may influence the survey results. In this study, interaction with questionnaires on different devices was investigated regarding processing time, data quality, and user experience of the questionnaire itself. Several standard and newly developed questionnaire layout templates were evaluated by means of an online study (N=301). Results show that processing times are higher on smartphones compared to desktop computers. However, there were no differences regarding data quality. The comparison of different mobile layouts among smartphone users revealed effects on processing time and user experience. Design recommendations are derived.
参与者越来越多地使用移动设备,尤其是智能手机,来填写在线问卷。然而,标准的问卷模板往往没有针对智能手机的呈现进行优化,这就提出了一个问题,即不利的布局是否会影响调查结果。在本研究中,调查了不同设备上的问卷在处理时间、数据质量和问卷本身的用户体验方面的交互作用。通过在线研究(N=301)对几个标准的和新开发的问卷布局模板进行评估。结果显示,与台式电脑相比,智能手机的处理时间更长。然而,在数据质量方面没有差异。对比不同手机布局对智能手机用户处理时间和用户体验的影响。提出了设计建议。
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引用次数: 1
Factors Determining the Continued Intention to Use Mobile Money Transfer Services (MMTS) Among University Students in Ghana 决定加纳大学生继续使用移动货币转账服务(MMTS)意愿的因素
IF 1.6 Q3 Computer Science Pub Date : 2020-01-01 DOI: 10.4018/ijmhci.2020010101
Isaac Kofi Mensah, Chuanyong Luo, Guohua Zeng
This study explored the factors influencing the continued intention to use mobile money transfer services among university students in Ghana. The UTAUT was used as the research theoretical framework while the analysis was conducted with SPSS and SmartPLS. The results demonstrate that the continued intention to use mobile money transfer services is influenced by performance expectancy, effort expectancy, social influence, facilitating conditions, and perceived service quality. Also, perceived service quality was found to be a significant predictor of the actual use of mobile money transfer services. The study further revealed that the continued intention to use was a positive determinant of the actual usage of mobile money transfer services. The implications of these and other findings of the study are discussed.
本研究探讨了影响加纳大学生继续使用移动转账服务意愿的因素。采用UTAUT作为研究理论框架,采用SPSS和SmartPLS进行分析。结果表明,持续使用移动转账服务的意愿受到绩效预期、努力预期、社会影响、便利条件和感知服务质量的影响。此外,感知服务质量被发现是实际使用移动转账服务的重要预测指标。研究进一步表明,持续使用的意愿是实际使用移动货币转账服务的积极决定因素。讨论了这些研究结果和其他研究结果的含义。
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引用次数: 14
Interactivity Effects on Single-Handed Interaction 单手交互的交互性效应
IF 1.6 Q3 Computer Science Pub Date : 2020-01-01 DOI: 10.4018/ijmhci.2020010103
D. Shin, P. Beede, Mohammed Ibahrine, Bouziane Zaid
The goal of this study was to examine the effects of interaction techniques (e.g., swiping and tapping) and the range of thumb movements on interactivity, engagement, attitude, and behavioral intention in single-handed interaction by focusing on interactions with mobile devices such as smartphones. This study adopted the perspective of the hybrid definition of interactivity, which includes the interactivity effect outcomes mediated by perceived interactivity. A 2 (technological features: swiping and tapping) × 2 (range of thumb movement: wide and narrow) between-participant experiment was conducted. The results showed the ranges of thumb movement to have significant effects on perceived interactivity, engagement, attitude, and behavioral intention, whereas no effects were observed for interaction techniques. A narrow range of thumb movement had more influence on the interactivity outcomes, rather than a wide range of thumb movement. The implications of the finding were discussed.
本研究的目的是通过关注与移动设备(如智能手机)的交互,检查交互技术(例如,滑动和点击)和拇指运动范围对单手交互的交互性,参与度,态度和行为意图的影响。本研究采用互动性的混合定义视角,包括由感知互动性介导的互动性效应结果。进行2(技术特征:滑动和敲击)× 2(拇指活动范围:宽和窄)被试实验。结果表明,拇指运动范围对感知交互性、参与度、态度和行为意向有显著影响,而对交互技术没有影响。小范围的拇指运动比大范围的拇指运动对交互结果的影响更大。讨论了这一发现的含义。
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引用次数: 3
Framing the Design Space of Multimodal Mid-Air Gesture and Speech-Based Interaction With Mobile Devices for Older People 构建老年人多模态空中手势与移动设备语音交互的设计空间
IF 1.6 Q3 Computer Science Pub Date : 2020-01-01 DOI: 10.4018/ijmhci.2020010102
O. Mich, G. Schiavo, Michela Ferron, N. Mana
Multimodal human–computer interaction has been sought to provide not only more compelling interactive experiences, but also more accessible interfaces to mobile devices. With the advance in mobile technology and in affordable sensors, multimodal research that leverages and combines multiple interaction modalities (such as speech, touch, vision, and gesture) has become more and more prominent. This article provides a framework for the key aspects in mid-air gesture and speech-based interaction for older adults. It explores the literature on multimodal interaction and older adults as technology users and summarises the main findings for this type of users. Building on these findings, a number of crucial factors to take into consideration when designing multimodal mobile technology for older adults are described. The aim of this work is to promote the usefulness and potential of multimodal technologies based on mid-air gestures and voice input for making older adults' interaction with mobile devices more accessible and inclusive.
多模式人机交互不仅提供了更引人注目的交互体验,而且还提供了更易于访问的移动设备界面。随着移动技术和可负担传感器的进步,利用和结合多种交互方式(如语音、触摸、视觉和手势)的多模态研究变得越来越突出。本文为老年人的空中手势和基于语音的交互的关键方面提供了一个框架。它探讨了多模式互动和老年人作为技术用户的文献,并总结了这类用户的主要发现。在这些发现的基础上,描述了设计老年人多模式移动技术时需要考虑的一些关键因素。这项工作的目的是促进基于空中手势和语音输入的多模态技术的有用性和潜力,使老年人与移动设备的互动更加方便和包容。
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引用次数: 5
Bridging the Gap Between the Digital and Print Reading Experience 弥合数字和印刷阅读体验之间的差距
IF 1.6 Q3 Computer Science Pub Date : 2019-10-01 DOI: 10.4018/ijmhci.2019100102
Gavin Bailey
This article outlines the research the author conducted to date during his PhD. His PhD, “Augmenting the Reading Experience,” looks at methods to improve the reading experience for both digital and printed methods. So far, he has developed a prototype device that uses paper as an input method to interact with digital books. Turning a physical paper page causes an e-reader device to progress through the book, allowing the reader to have the user experience of a printed book, whilst also benefiting from the digital conveniences and features. Many modern readers own the same book in a number of formats and switch between them depending on the scenario. This introduces the problem of transitioning between formats. His current project the “Digital Bookmark” looks to allow seamless transitioning from one format to another by obtaining the latest page number and broadcasting it to all formats the reader is currently using.
这篇文章概述了作者在博士期间迄今为止所进行的研究。他的博士学位“增强阅读体验”着眼于改善数字和印刷方式阅读体验的方法。到目前为止,他已经开发出一种原型设备,使用纸张作为输入法与电子书进行交互。翻动纸质的书页会使电子阅读器在阅读过程中不断前进,让读者获得纸质书的用户体验,同时也受益于数字的便利和功能。许多现代读者拥有同一本书的多种格式,并根据情况在不同格式之间切换。这就引入了格式之间转换的问题。他目前的项目“数字书签”旨在通过获取最新的页码并将其广播到读者当前使用的所有格式,从而实现从一种格式到另一种格式的无缝转换。
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引用次数: 1
Making Digital Money "Work" for Low-Income Users: Critical Reflections for HCI 让数字货币为低收入用户“工作”:对HCI的关键反思
IF 1.6 Q3 Computer Science Pub Date : 2019-10-01 DOI: 10.4018/ijmhci.2019100105
S. Muralidhar
This paper adds to the research on digitization and money in HCI. By presenting a case of rickshaw drivers in India and their use of Ola, an app-based taxi service like Uber, and Ola Money, an embedded m-wallet, this paper makes a threefold contribution. First, it shows how cash and digital money are not simply different manifestations of the ‘same' money for users. They provide distinct affordances and have different meanings and values, yielding rich insights for design. Second, it seeks to highlight the hidden work done by users around making digital money ‘work' for them. In doing so, it calls for a broader understanding of ‘moneywork' that goes beyond a temporal analysis, through the concept of ‘mobility work'. Finally, it highlights the role of ‘friction' in design. Friction is crucial to users' negotiation of the trade-off between consumption and saving, and can be leveraged to provoke reflection and user-awareness.
本文增加了对数字化和货币在人机交互中的研究。通过介绍印度人力车司机和他们使用Ola(一种类似Uber的基于应用程序的出租车服务)和Ola Money(一种嵌入式移动钱包)的案例,本文做出了三方面的贡献。首先,它表明现金和数字货币对用户来说不仅仅是“同一”钱的不同表现形式。它们提供了不同的启示,具有不同的意义和价值,为设计提供了丰富的见解。其次,它试图突出用户在让数字货币为他们“工作”方面所做的隐藏工作。在这样做的过程中,它要求通过“流动工作”的概念,对“金钱工作”进行更广泛的理解,超越时间分析。最后,它强调了“摩擦”在设计中的作用。摩擦对于用户在消费和储蓄之间进行权衡的协商是至关重要的,并且可以用来激发反思和用户意识。
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引用次数: 7
期刊
International Journal of Mobile Human Computer Interaction
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