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1.
SUMMARY

The library Web site is a significant access point to a library's collections, resources, and services. A Web site can and should provide information about the library in a way that can be efficiently navigated and used by all library patrons. The usability of a library Web site can be improved through changes in organization and design informed by the experiences of real users. User expectations should be primary in determining the content, purpose, organization, and design of the site.  相似文献   

2.
IntroductionAccording to Planning Fallacy, people underestimate the time required to complete a task. A review of the social, cognitive, and motivational factors that moderate Planning Fallacy suggests that variability in Web searching tasks would lead to an overestimation of retrieval time, at least when the task duration is short (about 10 minutes).ObjectiveThe goals of this pilot study are twofold: to check the accuracy of forecasts when users estimate the time required to retrieve information on the Web, and to understand users’ strategies for dealing with the Web for multipurpose documentation.MethodParticipants (n = 32) were asked how long it would take to answer four encyclopedic questions on the Web; questions were in various fields with two levels of difficulty and two types of answers (qualitative vs quantitative). We compared estimations of the time required to retrieve specific information on the Web with the actual retrieval time. Forecasts were made before and after the effective retrieval task (within-subjects design).ResultsA significant and large overestimation of the anticipated time was observed, especially for questions with a qualitative answer. The overestimation range was between 195% and 473% for mean search durations between 4.5 and 10.3 min. Task perceived difficulty was the best predictor of time anticipation (r2 < 0.32). Web search self-efficacy and experience contributed slightly to the overestimation but only for easy questions.ConclusionOverestimation of the time required to complete a Web searching task (i.e. pessimistic Planning Fallacy) results from a combination of factors: short length of tasks, variability in task difficulty, and the qualitative or quantitative nature of the correct answer. Search time forecast could be used as a benchmark to improve Web usability.  相似文献   

3.
In this paper, we consider the meaning, roles, and uses of trust in the economic and public domain, focusing on the task of designing systems for trust in information technology. We analyze this task by means of a survey of what trust means in the economic and public domain, using the model proposed by Lewicki and Bunker, and using the emerging paradigm of value-sensitive design. We explore the difficulties developers face when designing information technology for trust and show how our analysis in conjunction with existing engineering design methods provides means to address these difficulties. Our main case concerns a concrete problem in the economic domain, namely the transfer of control from customs agencies to companies. Control of individual items is increasingly untenable and is replaced by control on the level of companies aimed at determining whether companies can be trusted to be in control of their business and to be in compliance with applicable regulations. This transfer sets the task for companies to establish this trust by means of information technology systems. We argue that this trust can be achieved by taking into account philosophical analyses of trust and by including both parties in the trust relationship as clients for whom the information technology systems are to be designed.  相似文献   

4.
The design of Web browsers has resulted in a transfer of power to Web users and developers who often lack an ethical framework in which to act. For example, the technology makes it simple to copy and use other people’s Web page formatting without their permission. The author argues that we need to educate more people about ethical Web practices, and the author asks for “rules of the road” which amateurs and professionals can understand and follow. This article discusses four areas of concern about Web development: the browser wars, information storage and retrieval, access for the handicapped, and cookies. For teachers, there are suggestions on how to use browsers to help students learn about Web ethics. “We are all idiots and we are going to make mistakes.” Scott Adams An earlier version of this paper was presented by the author at a mini-conference, Practicing and Teaching Ethics in Engineering and Computing, held during the Sixth Annual Meeting of the Association for Practical and Professional Ethics, Washington, D.C., March 8–9, 1997. This paper is one of a series edited by Michael C. Loui. See Volume 3, No. 4, 1997 for other papers in this series.  相似文献   

5.
6.
《Media Psychology》2013,16(3):219-244
Some theorists argue that the node-link design of the Web mimics human information storage and that Web use encourages individuals to process information efficiently and effectively, potentially increasing meaningful learning. However, critics claim that Web navigation increases cognitive load and often produces disorientation. This reduces the processing devoted to meaningful learning, and, thus the Web may potentially inhibit learning. In an examination of information processing on the Web using a quantitative analysis of think aloud protocols, we found that users spend a substantial proportion of their cognitive effort orienting to the content and structure of the Web, and this effort comes at the expense of elaborative and evaluative processing. Additional findings suggest that, at least during a single relatively short session, time spent in a given site does not reduce the processing devoted to orientation. Finally, this paper offers a theoretically informed strategy for analyzing information processing activities that may be of use to other scholars.  相似文献   

7.
This article describes how to collect responses from experimental participants using drag and drop on a Web page. In particular, we describe how drag and drop can be used in a text search task in which participants read a text and then locate and categorize certain elements of the text (e.g., to identify the main claim of a persuasive paragraph). Using this technique, participants respond by clicking on a text segment and dragging it to a screen field or icon. We have successfully used this technique in both the argument element identification experiment that we describe here and a tutoring system that we created to teach students to identify source characteristics while reading historical texts (Britt, Perfetti, Van Dyke, & Gabrys, 2000). The implementation described here exploits the capability of recent versions of Microsoft's Internet Explorer Web browser to handle embedded XML documents and drag and drop events.  相似文献   

8.
To acquire a better understanding of the online search strategies that students employ to use the Internet, this study investigated six university students' approaches to Web-based information searches. A new method, called navigation flow map (NFM), is presented that graphically displays the fluid and multilayered relationships between Web navigation and information retrieval that students use while navigating the Web. To document the application of NFM, the Web search strategies of six university students were analyzed as they used the Internet to perform two different tasks: scientific-based and social studies-based information searches. Through protocol analyses using the NFM method, the students' searching strategies were categorized into two types: Match or Exploration. The findings revealed that participants with an Exploration approach had more complicated and richer task-specific ways of searching information than those with a Match approach; and further, through between-task comparisons, we found that participants appeared to use different searching strategies to process natural science information compared to social studies information. Finally, the participants in the Exploration group also exhibited better task performance on the criterion measures than those in the Match group.  相似文献   

9.
The focus of this study is the effect of the location (laboratory vs. Web) of experiments on active information searchin decision-making tasks. In two experiments, participants were confronted with two different search method versions (list vs. keyword) for acquiring information about a task from a database. The amount and type of information gathered and the time required for task completion were measured. In Experiment 1, significantly more information was searched for in the laboratory than on the Web when the list version was employed, whereas there was no difference between locations in the keyword version. In Experiment 2, the participants were assigned randomly to the Web or the laboratory condition. The results of Experiment 1 were replicated. Whereas location (and the presence or absence of an experimenter) had an effect on the absolute amount of information gathered in both experiments, the relative distribution and type of information items did not differ.  相似文献   

10.
JavaScript programs can be used to control Web experiments. This technique is illustrated by an experiment that tested the effects of advice on performance in the classic probability-learning paradigm. Previous research reported that people tested via the Web or in the lab tended to match the probabilities of their responses to the probabilities that those responses would be reinforced. The optimal strategy, however, is to consistently choose the more frequent event; probability matching produces sub-optimal performance. We investigated manipulations we reasoned should improve performance. A horse race scenario in which participants predicted the winner in each of a series of races between two horses was compared with an abstract scenario used previously. Ten groups of learners received different amounts of advice, including all combinations of (1) explicit instructions concerning the optimal strategy, (2) explicit instructions concerning a monetary sum to maximize, and (3) accurate information concerning the probabilities of events. The results showed minimal effects of horse race versus abstract scenario. Both advice concerning the optimal strategy and probability information contributed significantly to performance in the task. This paper includes a brief tutorial on JavaScript, explaining with simple examples how to assemble a browser-based experiment.  相似文献   

11.
This article describes how to collect responses from experimental participants using drag and drop on a Web page. In particular, we describe how drag and drop can be used in a text search task in which participants read a text and then locate and categorize certain elements of the text (e.g., to identify the main claim of a persuasive paragraph). Using this technique, participants respond by clicking on a text segment and dragging it to a screen field or icon. We have successfully used this technique in both the argument element identification experiment that we describe here and a tutoring system that we created to teach students to identify source characteristics while reading historical texts (Britt, Perfetti, Van Dyke, &; Gabrys, 2000). The implementation described here exploits the capability of recent versions of Microsoft’s Internet Explorer Web browser to handle embedded XML documents and drag and drop events.  相似文献   

12.
The World-Wide Web offers a potentially interesting tool to collect data from a large and heterogeneous audience. While questionnaires have become rather common on the Internet, its potential reaches far beyond text processing. In principle, it is possible not only to perform interactive, dynamic experiments on the Web, but also to include graphical animation and time-critical responses, such as reaction times. We implemented a visual motion extrapolation task on the Web using the programming language Java, which can be interpreted by standard Web browsers such as Netscape or Internet Explorer. The data collected with this method turned out to be reliable and differed little from data obtained in a controlled laboratory setting, with the exception of conditions with fixation instruction. Thus, the Web can, generally speaking, be used for data collection of large sample sizes. The strengths and weaknesses of dynamic visual simulation experiments on the Internet are discussed.  相似文献   

13.
14.
Learning to avoid danger by observing others can be relatively safe, because it does not incur the potential costs of individual trial and error. However, information gained through social observation might be less reliable than information gained through individual experiences, underscoring the need to apply observational learning critically. In order for observational learning to be adaptive it should be modulated by the skill of the observed person, the demonstrator. To address this issue, we used a probabilistic two-choice task where participants learned to minimize the number of electric shocks through individual learning and by observing a demonstrator performing the same task. By manipulating the demonstrator’s skill we varied how useful the observable information was; the demonstrator either learned the task quickly or did not learn it at all (random choices). To investigate the modulatory effect in detail, the task was performed under three conditions of available observable information; no observable information, observation of choices only, and observation of both the choices and their consequences. As predicted, our results showed that observable information can improve performance compared to individual learning, both when the demonstrator is skilled and unskilled; observation of consequences improved performance for both groups while observation of choices only improved performance for the group observing the skilled demonstrator. Reinforcement learning modeling showed that demonstrator skill modulated observational learning from the demonstrator’s choices, but not their consequences, by increasing the degree of imitation over time for the group that observed a fast learner. Our results show that humans can adaptively modulate observational learning in response to the usefulness of observable information.  相似文献   

15.
Applying to graduate school in psychology can be an intimidating process. Many obstacles must be overcome, such as applying to a program appropriate to the specific applicant, getting good GRE scores, submitting a clear and well-written statement of purpose, and obtaining letters of recommendation, to name just a few. Much information is available to assist applicants in these tasks, but finding this information can cause problems even for experienced Internet users. The goal of this project is to create an easily accessible Web clearing house of information on applying to graduate school in psychology. This Web site, called the Psychology Graduate Applicant’s Portal (or PsychGrad.org), contains targeted links to other Web pages with valuable information, book recommendations on the application process, polls to measure issues important to the graduate applicants, site-unique advice on graduate programs, a message board to exchange information and experiences, and other information relevant to the application process.  相似文献   

16.
Because the World-Wide Web has features that are not found in traditional information systems, it has some unique problems pertaining to human use, such as the difficulty of searching for specific information. This paper describes human cognitive limitations pertinent to the design of Web browsers and provides a conceptual model for human information processing on the Web. It also compares user strategies and use of browser functions for two tasks that differ in the specificity of the information that is to be retrieved. General principles and specific recommendations for the design of Web browsers are derived from these considerations.  相似文献   

17.
It has been suggested that affective stimuli automatically capture attention; this preferential processing is thought to be related to the evolutionary significance of affective stimuli. However, recent evidence suggests that perceptual salience alone might explain why some affective stimuli are more likely to influence attentional processes in certain contexts. In this study, we manipulated affective and perceptual salience to better understand how affective information is processed and how it impacts attentional processes in different contexts. We used stimuli that are both affectively and perceptually salient, while varying the task requirement to encourage the processing of perceptually salient (Experiment 1) or affectively salient (Experiment 2) information. This design made it possible to observe independent and interdependent relationships between perceptual and affective salience. The results showed that when the task encouraged the processing of perceptually salient information, affective salience did not influence task performance. In contrast, when the task encouraged the processing of affectively salient information, affectively salient information impaired task performance. The findings suggest that the affective nature of the stimuli does not always influence attentional processes.  相似文献   

18.
This study aims to advance understanding of Internet interactions by considering the impact of Web site design and self-monitoring style on consumer preference. Four quasi-commercial Web sites were constructed containing identical information presented via a context-based (animated) or content-based (unanimated) design, and 2 advertisements of either image- or information-oriented style. Using a between-participants design, the study found that all individuals favored context-based over content-based Web site design. Matching advertising appeal to individual self-monitoring needs was found to increase Web site effectiveness of consumer preference for high self-monitors, and within Web site satisfaction and level of persuasion for low self-monitors. Results suggest that to reach their potential as a consumer-sensitive tool, Web sites must be engaging in their design and tailor their communications to accommodate individual differences.  相似文献   

19.
Studies suggest that haplorhine primates are sensitive to what others can see and hear. Using two experimental designs, we tested the hypothesis that ring-tailed lemurs (N = 16) are also sensitive to the visual and auditory perception of others. In the first task, we used a go/no–go design that required lemurs to exploit only auditory information. In the second task, we used a forced-choice design where lemurs competed against a human who would prevent them from obtaining food if their approaches were detected. Subjects were given the choice of obtaining food silently or noisily when the competitor’s back was turned. They were also given the choice to obtain food when the competitor could either see them or not. Here, we replicate the findings of previous studies indicating that ring-tailed lemurs are sensitive to whether they can be seen; however, we found no evidence that subjects are sensitive to whether others can hear them. Our findings suggest that ring-tailed lemurs converge with haplorhine primates only in their sensitivity to the visual information of others. The results emphasize the importance of investigating social cognition across sensory domains in order to elucidate the cognitive mechanisms that underlie apparently complex social behavior. These findings also suggest that the social dynamics of haplorhine groups impose greater cognitive demands than lemur groups, despite similarities in total group size.  相似文献   

20.
Game-based assessment (GBA) is a specific use of educational games that employs game activities to elicit evidence for educationally valuable skills and knowledge. While this approach can provide individualized and diagnostic information about students, the design and development of assessment mechanics for a GBA is a nontrivial task. In this article, we describe the 10-step procedure that the design team of Physics Playground (formerly known as Newton's Playground) has established by adapting evidence-centered design to address unique challenges of GBA. The scaling method used for Physics Playground was Bayesian networks; thus this article describes specific actions taken for the iterative process of constructing and revising Bayesian networks in the context of the game Physics Playground.  相似文献   

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