User-Web interactions have emerged as an important research in the field of information science. In this study, we examine extensively the Web searching performed by general users. Our goal is to investigate the effects of users' cognitive styles on their Web search behavior in relation to two broad components: Information Searching and Information Processing Approaches. We use questionnaires, a measure of cognitive style, Web session logs and think-aloud as the data collection instruments. Our study findings show wholistic Web users tend to adopt a top-down approach to Web searching, where the users searched for a generic topic, and then reformulate their queries to search for specific information. They tend to prefer reading to process information. Analytic users tend to prefer a bottom-up approach to information searching and they process information by scanning search result pages.
Purpose In the rise of offices designed to support activity-based working (ABW), parts of industry have fully transitioned to open-plan environments and then later to unassigned seating, whereas other parts, such as tertiary education, are still in the process of moving away from individual offices. There are a few relevant studies to understand how occupants from industry sectors with different levels of adoption of ABW perceived environments designed to support this way of working. This paper aims to contribute to the knowledge gap by providing insight into workers’ satisfaction and dissatisfaction from open-plan offices designed to support ABW along with the key predictors of perceived productivity. Design/methodology/approach A data set of 2,090 post-occupancy evaluation surveys conducted in five sectors – tertiary education, finance, construction, property/asset management and design/engineering – was analyzed. ANOVA and confirmatory factor analysis (CFA) were conducted for the survey questionnaires. First, ANOVA tests were conducted for the whole sample with perceived productivity as the dependent variable. A seven-point Likert scale with five theoretical factors was generated with all survey questionnaires. CFA was performed to show the factor loadings. In addition, regression analyses were carried out for each of factor item taken as the independent variable, where perceived productivity was the dependent variable. Key sources of satisfaction and dissatisfaction per sector were analyzed and differences between occupants reporting a negative or positive impact on their productivity were also investigated. Finally, open-ended comments were analyzed to show the key sources of dissatisfaction based on open-ended comments. Findings Workers from construction were the most satisfied, followed by finance and tertiary education. Occupants from all industry sectors consistently rated their workspaces highly on biophilic and interior design. Distraction and privacy received the lowest scores from all sectors. Open-ended comments showed mismatches between spatial and behavioral dimensions of ABW both for satisfaction and perceived productivity. Interior design was the strongest predictor for perceived productivity for all sectors. Findings dispel the notion that ABW implementation may not be suitable for certain industries, as long as the three key pillars of ABW are fully implemented, including design, behavior and technology. Originality/value This paper provides insight into workers’ satisfaction and dissatisfaction from open-plan offices designed to support ABW in different industry sectors along with the key predictors of perceived productivity.
The physical, emotional, educational and social developmental challenges of adolescence can be associated with high levels of emotional vulnerability. Thus, the development of effective emotion-regulation strategies is crucial during this time period. Young people commonly use music to identify, express and regulate their emotions. Modern mobile technology provides an engaging, easily accessible means of assisting young people through music. A systematic contextual review identified 20 iPhone applications addressing emotions through music and two independent raters, using the Mobile App Rating Scale (MARS), evaluated the quality of the apps. Their characteristics, key features and overall quality will be presented. Three participatory design workshops (N=13, 6 males, 7 females; age 15-25) were conducted to explore young people’s use of music to enhance wellbeing. Young people were also asked to trial existing mood and music apps and to conceptualise their ultimate mood targeting music application. A thematic analysis of the participatory design workshops content identified the following music affect-regulation strategies: relationship building, modifying cognitions, modifying emotions, and immersing in emotions. The application of the key learnings from the mobile app review and participatory design workshops and the design and development of the music eScape app were presented and implications for future research was discussed.
The quality and bitrate modeling is essential to effectively adapt the bitrate and quality of videos when delivered to multiplatform devices over resource constraint heterogeneous networks. The recent model proposed by Wang et al. estimates the bitrate and quality of videos in terms of the frame rate and quantization parameter. However, to build an effective video adaptation framework, it is crucial to incorporate the spatial resolution in the analytical model for bitrate and perceptual quality adaptation. Hence, this paper proposes an analytical model to estimate the bitrate of videos in terms of quantization parameter, frame rate, and spatial resolution. The model can fit the measured data accurately which is evident from the high Pearson correlation. The proposed model is based on the observation that the relative reduction in bitrate due to decreasing spatial resolution is independent of the quantization parameter and frame rate. This modeling can be used for rate-constrained bit-stream adaptation scheme which selects the scalability parameters to optimize the perceptual quality for a given bandwidth constraint.
Adding game elements to an application to motivate use and enhance the user experience is a growing trend known as gamification. This study explores the use of game achievements when applied to a mobile application designed to help new students at university. This paper describes the foundations of a design framework used to integrate game elements to Orientation Passport, a personalised orientation event application for smart phones. Orientation Passport utilises game achievements to present orientation information in an engaging way and to encourage use of the application. The system is explained in terms of the design framework, and the findings of a pilot study involving 26 new students are presented. This study contributes the foundations of a design framework for general gamified achievement design. It also suggests that added game elements can be enjoyable but can potentially encourage undesirable use by some, and aren't as enjoyable if not enforced properly by the technology. Consideration is also needed when enforcing stricter game rules as usability can be affected.
Emotion is central to design practice. Most often, design pedagogy focuses upon the elicitation of emotional experience by the design object, whether it be space or product. (Desmet & Hekkert, 2007). Teaching and Learning researchers have highlighted emotional intelligence; interpersonal and social skills (Savage et al., 2010) and stress (Smith & Lilly, 2014) impacting the design learning context. Others state that creativity is often awkward, oppositional, disruptive and antagonistic (Williams et al., 2010), engaging the full spectrum of affective experience. Emotion appears a productive force in the studio, yet there is little quantitative/qualitative evidence of this agency in the designing experience or design learning environment. This project included the development of a web based app and interviews to track the emotional experience of designing with 1st year design cohorts (interior and industrial design). The project was extended to include focus group assessment of the effectiveness and user interface design of the web based app. Preliminary findings indicate that using mobile innovation to record and track the creative process in relation to students emotional states can lead to more emotionally aware engaged design students. Early implementation of emotion tracking within design learning environments has the potential to impact retention, reduce stress, deepen engagement and enhance self-awareness in the designing experience. Participants also suggested an expansion of the pilot web app to personalised/customisable ios/device apps inclusive of motivational features for enhanced wellbeing. The study’s contribution to teaching and learning highlights opportunities in the ability for students to track the agency of their emotion while designing and upon design outcomes. The project also revealed that awareness of how emotion plays out in the design process is equally important as a means to develop ‘creativity’ and ‘endurance’ required to become affective, resilient designers.
Topic recommendation can help users deal with the information overload issue in micro-blogging communities. This paper proposes to use the implicit information network formed by the multiple relationships among users, topics and micro-blogs, and the temporal information of micro-blogs to find semantically and temporally relevant topics of each topic, and to profile users' time-drifting topic interests. The Content based, Nearest Neighborhood based and Matrix Factorization models are used to make personalized recommendations. The effectiveness of the proposed approaches is demonstrated in the experiments conducted on a real world dataset that collected from Twitter.com.
Background: Parental well-being can be seriously impacted during the challenging perinatal period. Most research and support services focus on perinatal psychopathology, leaving a need for programs that recognize and enhance the strengths and well-being of parents. Furthermore, fathers have received minimal attention and support relative to mothers, despite experiencing perinatal distress. New parents have limited time and energy to invest in program attendance, and web-based programs provide an ideal platform for delivering perinatal well-being programs. Such programs are globally accessible, available at any time, and can be accessed anywhere with an Internet connection. Objective: This paper describes the protocol of a randomized controlled trial investigating the effects on first-time parents' perinatal well-being, comparing two versions of the online program Baby Steps. Methods: The clinical trial will randomize 240 primiparous mother-father couples to either (1) Babycare, an online information-only program providing tips on selected childcare issues, or (2) Well-being, an online interactive program including all content from the Babycare program, plus parental well-being-focused content with tools for goal-setting and problem solving. Both programs will be supported by short message service (SMS) texts at two, four, seven, and ten weeks to encourage continued use of the program. Primary outcomes will be measures of perinatal distress and quality of life. Secondary outcomes will be couple relationship satisfaction, parent self-efficacy, and social support. Cost-effectiveness will also be measured for each Baby Steps program. Results: Participant recruitment commenced March, 2015 and continued until October, 2015. Follow-up data collection has commenced and will be completed May, 2016 with results expected in July, 2016. Conclusions: Perinatal distress has substantial impacts on parents and their infants, with potential to affect later childhood adjustment, relationships, and development. This study aims to test the impact of a highly accessible online program to support parental coping, and maximize the well-being of both parents. By including fathers in the program, Baby Steps has the potential to engage and support this often neglected group who can make a substantial contribution to familial well-being. ClinicalTrial: Australian & New Zealand Clinical Trials Registry: ANZCTR12614001256662; https://www.anzctr.org.au/ Trial/Registration/TrialReview.aspx?id=367277 (Archived by WebCite at http://www.webcitation.org/6ibUsjFIL)
Viewer interest, evoked by video content, can potentially identify the highlights of the video. This paper explores the use of facial expressions (FE) and heart rate (HR) of viewers captured using camera and non-strapped sensor for identifying interesting video segments. The data from ten subjects with three videos showed that these signals are viewer dependent and not synchronized with the video contents. To address this issue, new algorithms are proposed to effectively combine FE and HR signals for identifying the time when viewer interest is potentially high. The results show that, compared with subjective annotation and match report highlights, 'non-neutral' FE and 'relatively higher and faster' HR is able to capture 60%-80% of goal, foul, and shot-on-goal soccer video events. FE is found to be more indicative than HR of viewer interest, but the fusion of these two modalities outperforms each of them.
This paper discusses users’ query reformulation behaviour while searching information on the Web. Query reformulations have emerged as an important component of Web search behaviour and human-computer interaction (HCI) because a user’s success of information retrieval (IR) depends on how he or she formulates queries. There are various factors, such as cognitive styles, that influence users’ query reformulation behaviour. Understanding how users with different cognitive styles formulate their queries while performing Web searches can help HCI researchers and information systems (IS) developers to provide assistance to the users. This paper aims to examine the effects of users’ cognitive styles on their query reformation behaviour. To achieve the goal of the study, a user study was conducted in which a total of 3613 search terms and 872 search queries were submitted by 50 users who engaged in 150 scenario-based search tasks. Riding’s (1991) Cognitive Style Analysis (CSA) test was used to assess users’ cognitive style as wholist or analytic, and verbaliser or imager. The study findings show that users’ query reformulation behaviour is affected by their cognitive styles. The results reveal that analytic users tended to prefer Add queries while all other users preferred New queries. A significant difference was found among wholists and analytics in the manner they performed Remove query reformulations. Future HCI researchers and IS developers can utilize the study results to develop interactive and user-cantered search model, and to provide context-based query suggestions for users.