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THCI Tables of Contents: 010203040506

AIS Transactions on Human-Computer Interaction 5

Editors:Dennis Galletta; Joe Valacich
Publisher:Association for Information Systems
Standard No:ISSN 1944-3900
Links:Table of Contents
  1. THCI 2013-03 Volume 5 Issue 1
  2. THCI 2013-06 Volume 5 Issue 2
  3. THCI 2013-09 Volume 5 Issue 3
  4. THCI 2013-12 Volume 5 Issue 4

THCI 2013-03 Volume 5 Issue 1

Introduction to the Special Issue on Human-Computer Interaction in the Web 2.0 Era BIBWeb Page 1-5
  Lorne Olfman; Ozgur Turetken
Developing an Online Community for Women in Computer and Information Sciences: A Design Rationale Analysis BIBAKWeb Page 6-27
  Mary Beth Rosson; John M. Carroll
We analyze the evolutionary design of an online community system designed to support a developmental learning community of women: wConnect Online. The goal of this community is to engage, connect and support women at different developmental levels with respect to education and career goals in the computer and information sciences. We chronicle the system's development as an instance of action design research, showing how a sequence of four design phases were motivated by different design goals that led to systems with differing design rationales. After motivating the research program, we describe each design phase in detail, followed by a general synthesis and discussion of lessons learned.
Keywords: Action design research, online community, women in computing
Web Weather 2.0: Improving Weather Information with User-Generated Observations BIBAKWeb Page 28-41
  Katarina Elevant; Stefan Hrastinski
Introducing web weather 2.0, this paper suggests that active participation by civil society may arise through sharing of environmental data through observations of weather and other measurable variables in the environment performed by individuals. Collecting data from individuals is here suggested for improving weather data currently used by weather research centers and practitioners. Extending these current sets of weather data by using web 2.0 may address some issues stated by the World Meteorological Organization (WMO) regarding spatial and temporal resolutions of meteorological data including knowledge on different processes between the air and other environmental systems. To test the concept of web weather 2.0, the usability of weather data collected from individuals and the expected quantities of such data need to be determined. In addition, collection methods should be developed. Aiming at the design of an artifact that can meet these needs, this paper presents some important steps of the design process of a "share weather" system, including several demonstrations and experiments performed on different user groups, i.e. school children performing weather observations as a part of their daily tasks and education, and adults interested in weather due to their daily dependence on traffic conditions. This paper provides new knowledge about user-generated observations of weather, including quality and motivation to contribute, and guidance on how future systems for collection of environmental data from individuals may be created. After testing the feasibility of the designed "share weather" artifact, we conclude that the potential role of individuals in producing valuable information beneficial to society should be considered within several branches of environmental sciences as well as policy-making.
Keywords: Web 2.0, weather, climate, user-generated content, observation, network, collaboration
Emotions in the Twitterverse and Implications for User Interface Design BIBAKWeb Page 42-56
  Anatoliy Gruzd
This study explores the implications of how user interface elements affect the types of messages that are produced as well as the likelihood that, and extent to which, those messages are spread within an online social system such as Twitter.com, a popular online service for sharing short messages. The current paper explores these issues by studying the dissemination patterns of emotional-type messages among Twitter users through automated techniques, coupled with observations from a survey of Twitter users about their willingness to produce or forward messages containing different types of emotional tone. The results show that Twitter users post more positive messages (tweets) than negative, and that positive tweets are 3 times more likely to be forwarded than negative tweets. The findings also suggest that the Twitter user interface may be partially responsible for this (i.e., the interface reduces the likelihood that negative messages will be posted or retweeted). To enable a wider range of discourse on Twitter and to reduce the need for Twitter users to self-censor their tweets, the paper concludes with a potential design solution that will give Twitter users more control over who will receive their tweets, and outlines a future study to evaluate such an interface.
Keywords: Online social networks, user interface, networking systems, personal applications, multi-method
Disentangling Twitter's Adoption and Use (Dis)Continuance: A Theoretical and Empirical Amalgamation of Uses and Gratifications and Diffusion of Innovations BIBAKWeb Page 57-83
  Constantinos K. Coursaris; Wietske Van Osch; Jieun Sung; Younghwa Yun
Drawing on Uses and Gratifications (UG) Theory and Diffusion of Innovation Theory (DIT), this study aimed to augment an exploration of individual user needs based on UG constructs with an analysis of the material characteristics of the innovation based on DIT constructs to provide a comprehensive explanation of people's motivations underlying various Twitter usage levels and frequencies. Whereas previous literature on Social Network Sites (SNS) have explored individuals' motivations underlying initial adoption, the equally interesting and relevant question of use (dis-) continuance has so far been largely overlooked. To fill this void in the literature, this study compares active users that have continued to use Twitter and inactive users that initially adopted, yet discontinued usage of Twitter. This study provides insights into different usage levels and frequencies through an investigation of 1) users' perceptions of the medium, 2) users' expected outcomes associated with the medium's use, and 3) the role and effect of mobile access. An analysis of 130 surveys with Partial Least Squares (PLS) and R2 partitioning revealed that an understanding of adoption and use (dis-) continuance of Twitter requires us to account for both user-related motivations (UG) and perceived characteristics of the medium (DIT), as combining UG and DIT increased explanatory power (R2) for the overall sample. Furthermore, our findings showed that inactive users' initial adoption and subsequent discontinuance was solely impacted by user-related needs, (i.e. UG constructs), whereas active users' continued use was largely motivated by technology characteristics, (i.e. DIT constructs). Finally, our study revealed significant differences between active and inactive users in terms of the devices and platform used for accessing Twitter, with active users reporting a significantly higher use of mobile devices. Based on these findings, we discuss contributions and implications for future research and practice.
Keywords: Twitter, continuance, discontinuance, diffusion of innovation, uses and gratifications, DIT, UG, PLS

THCI 2013-06 Volume 5 Issue 2

Interaction Design for Complex Cognitive Activities with Visual Representations: A Pattern-Based Approach BIBAKWeb Page 84-133
  Kamran Sedig; Paul Parsons
This paper is concerned with interaction design for visualization-based computational tools that support the performance of complex cognitive activities, such as analytical reasoning, sense making, decision making, problem solving, learning, planning, and knowledge discovery. In this paper, a number of foundational concepts related to interaction and complex cognitive activities are syncretized into a coherent theoretical framework. This framework is general, in the sense that it is applicable to all technologies, platforms, tools, users, activities, and visual representations. Included in the framework is a catalog of 32 fundamental epistemic action patterns, with each action pattern being characterized and examined in terms of its utility in supporting different complex cognitive activities. This catalog of action patterns is comprehensive, covering a broad range of interactions that are performed by a diverse group of users for all kinds of tasks and activities. The presented framework is also generative, in that it can stimulate creativity and innovation in research and design for a number of domains and disciplines, including data and information visualization, visual analytics, digital libraries, health informatics, learning sciences and technologies, personal information management, decision support, information systems, and knowledge management.
Keywords: Interactive visualizations, design framework, tasks and activities, cognitive activity support tools, action taxonomy, epistemic actions, human-information interaction, complex cognition

THCI 2013-09 Volume 5 Issue 3

Toward an Integrative Understanding of Information Technology Training Research across Information Systems and Human-Computer Interaction: A Comprehensive Review BIBAKWeb Page 134-156
  Radhika Santhanam; Mun Y. Yi; Sharath Sasidharan; Sung-Hee Park
Researchers investigating issues in the domain of training and human-computer interaction share a common interest in ensuring that users are skilled in the use of Information Technologies (IT). When users have the necessary skills, they can utilize IT productively and also have a pleasant human-to-computer interaction. Over the past three decades, Information System (IS) researchers have made considerable efforts in identifying the most effective ways to develop users' IT skills. However, at this point in time, there are many changes taking place in the IT environment and organizations find it challenging to keep their employees trained and updated on IT skills. Hence, it is important for the IS community to respond by taking the lead in identifying and conducting research that can help organizations effectively address these challenges. We take the first step in conducting a comprehensive review of training research published in major IS and HCI journals over the past three decades so as to synthesize IT training research, provide an integrative understanding of findings, and propose directions for future research.
   Our study indicates that while IS research on training has made steady progress in advancing our understanding of alternative IT training methods and cognitive learning processes, it also has several shortcomings. Past research has: a) focused primarily on the training program without sufficient attention to activities prior to and after the program, b) used a small set of theoretical foundations, and c) focused on a few topics and on single-user systems rather than integrated enterprise systems. Critical issues such as improving user motivations prior to training, transfer of training skills to the workplace, assessment of training, and supporting user learning that occurs after training have not been given adequate attention. We identify several research opportunities by tapping into relatively unexplored theories and urge researchers to continue research to address the gaps identified in this comprehensive review as well as to develop innovative methods to help employees learn through newer channels, such as e-learning and social media.
Keywords: IT Training, Computer Training, Computer Learning, Skill Acquisition, Human-Computer Interaction

THCI 2013-12 Volume 5 Issue 4

The Influence of Psychographic Beliefs on Website Usability Requirements BIBAKWeb Page 157-174
  Anne P. Massey; Vijay Khatri; Randall K. Minas
Designing websites that are responsive to customer needs is a critical prerequisite for the success of online services. To date, much research has focused on understanding which design requirements can be successfully applied to a website's design. However, there has been limited research examining why some requirements may have more or less importance to customers. In addition to demographic characteristics, we propose that psychographic characteristics influence usability-related requirements. To develop our research model and hypotheses, we draw from usability literature and research in consumer behavior concerned with customers' prevailing beliefs about technology. Conceptualizing customer beliefs should not only help distinguish between positive and negative processes but also help further investigate their consequences. To explore the relationship between customer characteristics (i.e., gender and technology beliefs) and usability requirements, we use a usability procedure based on the Microsoft Usability Guidelines (MUG). MUG identifies multiple design requirements that are expected to increase the usability of sites. We present the results of our study involving 215 participants. Overall, our results suggest that negative beliefs may play a larger role in influencing usability requirements than positive beliefs. And, the results suggest that prior Web experience moderates the relationship between beliefs and requirements.
Keywords: Customer Interface, Usability, Demographics, Psychographics, Technology Beliefs, Technology Readiness, Utilitarian Websites, Laboratory Experiment