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JournalISSN: 0144-929X

Behaviour & Information Technology 

Taylor & Francis
About: Behaviour & Information Technology is an academic journal published by Taylor & Francis. The journal publishes majorly in the area(s): Usability & Psychology. It has an ISSN identifier of 0144-929X. Over the lifetime, 2432 publications have been published receiving 81892 citations. The journal is also known as: Behaviour and information technology.


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Journal ArticleDOI
TL;DR: The present introduction to the special issue on 'Empirical studies of the user experience' attempts to give a provisional answer to the question of what is meant by 'the user experience', and provides a cursory sketch of UX and how the authors think UX research will look like in the future.
Abstract: Over the last decade, ‘user experience’ (UX) became a buzzword in the field of human – computer interaction (HCI) and interaction design. As technology matured, interactive products became not only more useful and usable, but also fashionable, fascinating things to desire. Driven by the impression that a narrow focus on interactive products as tools does not capture the variety and emerging aspects of technology use, practitioners and researchers alike, seem to readily embrace the notion of UX as a viable alternative to traditional HCI. And, indeed, the term promises change and a fresh look, without being too specific about its definite meaning. The present introduction to the special issue on ‘Empirical studies of the user experience’ attempts to give a provisional answer to the question of what is meant by ‘the user experience’. It provides a cursory sketch of UX and how we think UX research will look like in the future. It is not so much meant as a forecast of the future, but as a proposal – a stimulus for further UX research.

2,415 citations

Journal Article
TL;DR: In this paper, a framework for understanding the roles that children can play in the technology design process, particularly in regards to designing technologies that support learning, is presented, where each role, user, tester, informant and design partner has been defined based upon a review of the literature and the author's own laboratory research experiences.
Abstract: This paper suggests a framework for understanding the roles that children can play in the technology design process, particularly in regards to designing technologies that support learning. Each role, user, tester, informant and design partner has been defined based upon a review of the literature and the author's own laboratory research experiences. This discussion does not suggest that any one role is appropriate for all research or development needs. Instead, by understanding this framework the reader may be able to make more informed decisions about the design processes they choose to use with children in creating new technologies. This paper will present for each role a historical overview, research and development methods, as well as the strengths, challenges and unique contributions associated with children in the design process.

1,201 citations

Journal ArticleDOI
TL;DR: It is found that visual appeal can be assessed within 50 ms, suggesting that web designers have about 50 ms to make a good first impression.
Abstract: Three studies were conducted to ascertain how quickly people form an opinion about web page visual appeal. In the first study, participants twice rated the visual appeal of web homepages presented for 500 ms each. The second study replicated the first, but participants also rated each web page on seven specific design dimensions. Visual appeal was found to be closely related to most of these. Study 3 again replicated the 500 ms condition as well as adding a 50 ms condition using the same stimuli to determine whether the first impression may be interpreted as a 'mere exposure effect' (Zajonc 1980). Throughout, visual appeal ratings were highly correlated from one phase to the next as were the correlations between the 50 ms and 500 ms conditions. Thus, visual appeal can be assessed within 50 ms, suggesting that web designers have about 50 ms to make a good first impression.

950 citations

Journal ArticleDOI
TL;DR: This paper begins to identify some key determinants of sociability and usability that help to determine their success on the basis of obvious measures and some less obvious measures.
Abstract: Little attention has focused so far on evaluating the success of online communities. This paper begins to identify some key determinants of sociability and usability that help to determine their success. Determinants of sociability include obvious measures such as the number of participants in a community, the number of messages per unit of time, members' satisfaction, and some less obvious measures such as amount of reciprocity, the number of on-topic messages, trustworthiness and several others. Measures of usability include numbers of errors, productivity, user satisfaction and others. The list is not exhaustive but it is intended to provide a starting point for research on this important topic that will lead to develop of metrics. To avoid creating false impressions it is advisable to use several measures and to triangulate with qualitative data, particularly from ethnographic studies.

877 citations

Journal ArticleDOI
TL;DR: This study clarifies the nature of user involvement and its expected benefits, and reviews three streams of research, to evaluate the benefits and problems of varied user involvement approaches in practice.
Abstract: User involvement is a widely accepted principle in development of usable systems. However, it is a vague concept covering many approaches. This study first clarifies the nature of user involvement and its expected benefits, and secondly reviews three streams of research, to evaluate the benefits and problems of varied user involvement approaches in practice. The particular focus of this study is on the early activities in the development process. An analysis of the literature suggests that user involvement has generally positive effects, especially on user satisfaction, and some evidence exists to suggest that taking users as a primary information source is an effective means of requirements capture. However, the role of users must be carefully considered and more cost-efficient practices are needed for gathering users' implicit needs and requirements in real product development contexts.

826 citations

Performance
Metrics
No. of papers from the Journal in previous years
YearPapers
202393
2022169
2021230
2020163
201994
201880