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Showing papers in "Behaviour & Information Technology in 2007"


Journal ArticleDOI
TL;DR: The results confirm that the web user's willingness to stick to a website is a strong predictor of his/her intention to transact and suggest that web managers need to put emphasis on the creation of the website stickiness.
Abstract: Website stickiness, the website's ability to retain online customers and prolong his/her duration of each stay, is one of the key factors to e-commerce success. However, how to make customers stick around is still unclear to online retailers. This paper examines the antecedents as well as effect of customer's intention to stick on a website. A model is developed and tested using a survey of 434 web users. The results confirm that the web user's willingness to stick to a website is a strong predictor of his/her intention to transact. Web managers thus need to put emphasis on the creation of the website stickiness. The results of this study also suggest that the formation of the stickiness is affected by web user attitude towards a website, trust in a website and the quality of website content. Implications of these findings are discussed for researchers and practitioners.

233 citations


Journal ArticleDOI
TL;DR: In the present paper, methodological and organizational experiences from a range of research studies with older participants are reported and a list of guidelines for maximizing the research outcomes of working with older adults are concluded.
Abstract: Experimental research in human - computer interaction commonly uses participant groups that are unrepresentative of demographic realities, being young, technically knowledgeable and highly educated. One way of reflecting society more accurately in research is to include older adults in research groups, but the elicitation of high-quality data from these participants requires alterations in research methods and organization. In the present paper, methodological and organizational experiences from a range of research studies with older participants are reported. It concludes with a list of guidelines for maximizing the research outcomes of working with older adults.

180 citations


Journal ArticleDOI
TL;DR: A discourse analysis of data reveals some factors (anxiety, age-related issues, being too busy to learn and the need for a purpose for the new tools) that support the work of other researchers, while other themes (issues around alienation, identity and agency) deepen understanding of this domain.
Abstract: We present a qualitative study, undertaken over a period of nine months, of older people facing the challenges of learning to use interactive technology, specifically personal computers (PCs) and the internet. We examine the range of causal explanations (attributions) voiced by the group in accounting for their difficulties with it. A discourse analysis of these data reveals some factors (anxiety, age-related issues, being too busy to learn and the need for a purpose for the new tools) that support the work of other researchers, while other themes (issues around alienation, identity and agency) deepen understanding of this domain. The implications of the results for how we approach understanding the difficulties faced by older people in this context are discussed.

132 citations


Journal ArticleDOI
TL;DR: The issues that make designing for older people different include differences between the designer and the target population and the difficulty that older people have in interacting with low-fidelity prototypes.
Abstract: The current paper examines the design process that led to an unusually successful interactive tutorial for older people. The paper describes the issues that make designing for older people different. These include differences between the designer and the target population and the difficulty that older people have in interacting with low-fidelity prototypes. Ways of altering the design process to address these issues and to obtain useful design contributions from older participants are described.

116 citations


Journal ArticleDOI
TL;DR: It is discovered that the perceived sensitivity on contextual pressure, which is newly adopted as a construct in this paper, affects behavioural intention in using context-aware services.
Abstract: The aim of this paper is to empirically examine how individual characteristics affect user acceptance of context-aware services such as GPS-based telematics systems and location-based commerce, which together have become highly promising fields for mobile or ubiquitous e-commerce. To examine these individual characteristics, we applied a technology acceptance model to construct an amended model that focuses on three individual differences: self-efficacy, personal innovativeness and perceived sensitivity on contextual pressure. As a result, we discovered that the perceived sensitivity on contextual pressure, which is newly adopted as a construct in this paper, affects behavioural intention in using context-aware services.

112 citations


Journal ArticleDOI
TL;DR: The research reported in the current article studies the impact of learning in asynchronous discussion groups on students' final exam scores and levels of knowledge construction to reveal a significant impact from student learning style, attitude towards task-based learning, the number of student contributions and the level of knowledgeConstruction.
Abstract: The research reported in the current article studies the impact of learning in asynchronous discussion groups on students' final exam scores and levels of knowledge construction. Multilevel analyses were applied to uncover the specific influence of student, group and task variables. The results indicate that the impact of student characteristics on both dependent variables is of higher significance than characteristics of the discussion group students are allocated to. With regard to levels of knowledge construction, task characteristics also appear to be of importance. With regard to final exam scores the analyses reveal a significant impact from student learning style, attitude towards task-based learning, the number of student contributions and the level of knowledge construction in these contributions. No significant group characteristics were observed. As to levels of knowledge construction, the analyses revealed that the amount of contributions and the attitude towards the online learning environment are significant predictors. The intensity of the interaction in a group had a significant impact. As to task characteristics, significant differences were found between consecutive themes. These disappeared when taking into account task complexity.

97 citations


Journal ArticleDOI
TL;DR: The perceived impacts of information technology use on firm marketing organization performance are examined and a theoretical model linking organizational and end-user traits, information quality, system/service quality, industry traits, and tasks performed using a system to perceptions of organizational performance impacts through ease of system use.
Abstract: The perceived impacts of information technology use on firm marketing organization performance are examined. A theoretical model is presented linking organizational and end-user traits, information quality, system/service quality, industry traits, and tasks performed using a system to perceptions of organizational performance impacts through ease of system use, perceived individual performance impacts (i.e. perceived usefulness), attitudes toward using the system, and system use. The empirical examination uses a mail survey of US marketing executives to collect the data. The quantitative technique used is structural equation modeling. The results indicate that measures of organizational traits, individual traits, information quality, system/service quality, and tasks performed using the system impact perceived performance of the marketing organization mediated individual performance impacts (i.e. perceived usefulness), attitudes toward using the system, and system use. Managerial implications and conclusions are presented based upon these results.

92 citations


Journal ArticleDOI
TL;DR: The most important design features are: the physical appearance, size and menu organisation, which together account for 42% of the total variance of a user's overall satisfaction.
Abstract: The cell phone is an information appliance that has been widely used. It provides instant access to information and makes people more 'connected'. The objective of our study is to investigate the relationship among the design features of the cell phone and identify the most important design features and design factors. In our survey study, we asked 1,006 college students using a 7-point Likert scale structured questionnaire to evaluate their preference of the design features and overall satisfaction of their current cell phone. Nine design factors were derived. Ten cell phone design features and five design factors that significantly impact a user's satisfaction were identified. The most important design features are: the physical appearance, size and menu organisation, which together account for 42% of the total variance of a user's overall satisfaction.

71 citations


Journal ArticleDOI
TL;DR: The results indicate that certain teams were found to work consistently well over the project due to homogeneity in personality type and others were finding to be very cohesive due to a mixture of types.
Abstract: The aim of the research described in this paper is to gain a qualitative understanding of how cohesiveness relates to personality type, performance and adherence to a particular software engineering methodology (XP). A variety of research methods were employed including ethnographic methods, questionnaires and interviews. An online personality test based on the Myers-Briggs Type Indicator (MBTI) was used to ascertain the personality types, and questionnaires were used throughout the project to measure levels of cohesiveness. Examples of how the teams worked together throughout the project are described, and whether and how this relates to the personality types of the individual members. The results indicate that certain teams were found to work consistently well over the project due to homogeneity in personality type and others were found to be very cohesive due to a mixture of types.

65 citations


Journal ArticleDOI
TL;DR: The effectiveness of different kinds of contextual information is tested by measuring the degree of agreement between receivers' desires and callers' decisions: more appropriate interruptions or better avoidance of inappropriate interruptions.
Abstract: A problem with the location-free nature of cell phones is that callers have difficulty predicting receivers' states, leading to inappropriate calls. One promising solution involves helping callers decide when to interrupt by providing them contextual information about receivers. We tested the effectiveness of different kinds of contextual information by measuring the degree of agreement between receivers' desires and callers' decisions. In a simulation, five groups of participants played the role of 'Callers', choosing between making calls or leaving messages, and a sixth group played the role of 'Receivers', choosing between receiving calls or receiving messages. Callers were provided different contextual information about Receivers' locations, their cell phones' ringer state, the presence of others, or no information at all. Callers provided with contextual information made significantly more accurate decisions than those without it. Our results suggest that different contextual information generates different kinds of improvements: more appropriate interruptions or better avoidance of inappropriate interruptions. We discuss the results and implications for practice in the light of other important considerations, such as privacy and technological simplicity.

65 citations


Journal ArticleDOI
TL;DR: End-user adoption of animated interface agents in one particular work application environment: Microsoft® Office is reported on, indicating that both perceived usefulness and perceived enjoyment are important influencing factors and a theoretical model of the factors affecting an end-user's choice to adopt and utilize such interface agents is developed.
Abstract: Recognizing the potential contribution that interactive software agents bring to everyday work applications, this paper reports on end-user adoption of animated interface agents in one particular work application environment: Microsoft® Office. The paper develops and empirically tests a theoretical model of the factors affecting an end-user's choice to adopt and utilize such interface agents. From this theoretical model, a survey instrument was adapted and administered to 261 participants, familiar with animated interface agents. Results from a partial least squares (PLS) analysis indicates that a variety of factors are at play, which inhibit or foster a person's choice to utilize and adopt animated interface agents. Of significance is that: (a) both perceived usefulness and perceived enjoyment are important influencing factors; (b) users with high scores in innovativeness toward information technology are less likely to find animated interface agents enjoyable; (c) individuals with high animation predisposition scores perceive animated interface agents to be more enjoyable; and (d) users who perceive animated interface agents to be more enjoyable also perceive them to be more useful. Such insights can be used to leverage the introduction and rollout of animated interface agents in everyday work applications in ways that promote their avid adoption and use.

Journal ArticleDOI
TL;DR: This paper critically examine how ‘Forum Theatre’ can be used as a requirements gathering methodology in the development of a novel digital television (DTV) based communication system and demonstrates how live theatre established a ‘common ground’ between audience participants and actors in the facilitation of new ideas.
Abstract: The ability to elicit requirements in the design of new technology has proved to be particularly problematic with older generations of users who have not grown up with the same level of familiarity and understanding of present day user interfaces as younger generations have. It is also widely acknowledged that older people are poorly represented in the development process of mainstream technology. In this paper, we critically examine how 'Forum Theatre' can be used as a requirements gathering methodology in the development of a novel digital television (DTV) based communication system. We demonstrate how live theatre established a 'common ground' between audience participants and actors in the facilitation of new ideas, and discuss how live theatre can be used to stimulate interest and understanding from designers and relevant professionals in the development of an unfamiliar and largely undefined technology for older adults.

Journal ArticleDOI
TL;DR: Problem related to identification and authentication of older web users is discussed, experiences with field tests of initial solutions are reported, and a variety of different identification mechanisms being used are reported.
Abstract: The Web offers facilities which can make a huge difference to the lives of users with reduced mobility, something that affects many older users. Users have to be authorized to access restricted websites. This involves a two-step process: identification and authentication. These issues have received scant attention when considering the needs of specific user groups. Web identification and authentication is often treated as a one-size-fits-all problem with ubiquitous use of the password as an authenticator and a variety of different identification mechanisms being used. Neither is tailored to the needs of either the website or the target users. This paper discusses problems related to identification and authentication of older web users, and reports on experiences with field tests of initial solutions.

Journal ArticleDOI
TL;DR: An approach for supporting moderators of asynchronous processes in learning communities is presented that includes a theory-based development of moderator tasks and the technical features designed to support these tasks.
Abstract: A facilitator or moderator is often responsible for supporting processes and their progress in learning communities. In this article we present an approach for supporting moderators of asynchronous processes in learning communities. This approach follows the socio-technical perspective: it includes a theory-based development of moderator tasks and the technical features designed to support these tasks. Starting with relevant work in this area, we describe our approach to moderator support in the collaborative learning environment KOLUMBUS 2. In a qualitative study, a professional moderator facilitated the discussion processes of a group of 12 students based on KOLUMBUS 2. The moderator used different methods and varying levels of participation intervention. The study showed that different intervention strategies led to different levels of student participation and different successes in finding common results at the end of the discussions. Suggestions for the design of technical features are also made.

Journal ArticleDOI
TL;DR: It was found that most sites evaluated were inaccessible to those with disabilities, and only one of the selected sites passed all three priority levels set out by the WAI.
Abstract: Irresponsible and inaccessible web design causes unnecessary problems to certain website users. By applying the web content accessibility guidelines to a website the amount of possible users who can successfully view the content of that site will increase especially for those who are in the disabled and older adult categories of online users. We present the results of assessing the compliance of a selection of websites with guidelines set out by the Web Accessibility Initiative (WAI). It was found that most sites evaluated were inaccessible to those with disabilities. Only one of the selected sites passed all three priority levels set out by the WAI. In many cases, minor modifications to sites will make them accessible to people with disabilities. Therefore it can only be speculated that the reasons for lack of conformance may vary from lack of awareness of the issue, time constraints or the general stress of having to keep up with new technologies. Companies who overlook users with disabilities however may be doing so at long-term risk to their legal position, public image and ultimately business success.

Journal ArticleDOI
TL;DR: A template model is presented, which is intended to support risk management for information systems, and which is concentrated on human factors, based on business dynamics that provide the means for qualitative and quantitative treatment of the above-mentioned issues.
Abstract: Until recently, most of the effort for providing security in information systems has been focused on technology. However, it turned out during the last years that human factors have played a central role. Therefore, to ensure appropriate security in contemporary information systems, it is necessary to address not only technology-related issues, but also human behaviour and organisation-related issues that are usually embodied in security policies. This paper presents a template model, which is intended to support risk management for information systems, and which is concentrated on human factors. The model is based on business dynamics that provide the means for qualitative and quantitative treatment of the above-mentioned issues.

Journal ArticleDOI
TL;DR: An example concept showing how an enhanced TV remote control may be designed to enable social interactions without inflicting too much on the original experience of watching TV and most importantly, without stigmatizing the people using the remote control as lonely individuals craving the company of others.
Abstract: In this paper we report our early experience with the design of technology for senior citizens. We take as our point of departure a pre-study of the ways in which older adult living occurs at three different senior housing facilities in southern Sweden. We contribute to the current debate concerning the ways in which digital technology can be designed to enable new types of living arrangements for the ever growing population of older people. We focus on technology designed to support the social rather than physical challenges of growing older. In particular we discuss how designing for social interaction can circumvent the stigma associated with being lonely in light of diminishing social networks, changed patterns of interactions with family, moving to a new neighbourhood, and the loss of a spouse. We will suggest that designers, in the design of digital technology for social interaction, deliberately leave room for ambiguity to make it possible for people to leave their intentions of use unarticulated. Furthermore, recognizing that many everyday activities already act as enablers for social interaction, we suggest utilizing such activities as an approach for design. We will support our suggestions by introducing three perspectives: a perspective emphasizing that the population of older adults is one of resourceful individuals; a perspective on social interaction emphasizing its circumstantial nature as an inherent part of everyday activities; and a perspective on the role of digital technology emphasizing its role as merely one of many resources present for human action. Finally, we will present an example concept showing how an enhanced TV remote control may be designed to enable social interactions without inflicting too much on the original experience of watching TV and most importantly, without stigmatizing the people using the remote control as lonely individuals craving the company of others.

Journal ArticleDOI
TL;DR: This field study investigated virtual team performance using organisational culture as a framework and found members of virtual teams cooperate on global projects while resident in their home geographies and cultures and using various technologies to facilitate.
Abstract: As globalisation continues concurrent with mergers and acquisitions, transnational organisations are increasingly turning to the use of virtual teams in which members collaborate through technology-mediated interaction. Although collocated teams and virtual teams share many common characteristics including performance measures, the nature of the environments differ along several dimensions. In particular, members of virtual teams cooperate on global projects while resident in their home geographies and cultures and using various technologies to facilitate. From that context, this field study investigated virtual team performance using organisational culture as a framework.

Journal ArticleDOI
TL;DR: Some quantitative data are described that provide some support for, and some modifications to, the theory of why people choose to personalise the appearance of their PCs and mobile phones.
Abstract: Using qualitative data, Blom and Monk (2003) derived a theory of why people choose to personalise the appearance of their PCs and mobile phones. This paper describes some quantitative data that provide some support for, and some modifications to, the theory. Individuals having personal home pages were recruited to fill in a questionnaire that assesses dispositions to personalise and its effects. In addition the 82 home pages were inspected to assess the extent of personalisation. This correlated significantly with the dispositions 'Frequency of Use' and 'Knowledge of Personalisation'. The questionnaire items corresponding to effects were factor analysed. A four-factor solution suggested item groupings similar, but not identical, to those used in the theory. There are significant positive correlations between the extent of personalisation and cognitive effects and enduring emotional effects. The value of quantitative data for confirming and refining a qualitative theory is discussed.

Journal ArticleDOI
TL;DR: It was found that especially the differences in cultural background and different historical experiences between the two distinct groups of ‘students’ and ‘entrepreneurs’ might make processes of social identification more difficult and, therefore, successful community-building less likely’.
Abstract: The present paper presents a longitudinal study of the course 'High-tech Entrepreneurship and New Media'. The course design is based on socio-cultural theories of learning and considers the role of social capital in entrepreneurial networks. By integrating student teams into the communities of practice of local start-ups, we offer learning opportunities to students, companies and academia. The student teams are connected to each other and to their supervisors in academia and practice through a community-system. Moreover, the course is accompanied by a series of lectures and group discussions. In this paper we want to present our experiences and to reflect upon the design changes between the first and the second instance of the course. The evaluation of the course showed that the work on real-world problems and the collaboration in teams together with partners from start-up companies were evaluated as very positive, although design flaws, and cultural and professional diversities limited the success of the first instance in 2001. For the second course in 2002, the didactical design was improved significantly according to evaluation results, which brought evidence that the design changes resulted in better collaborative practices and more stable relationships between start-up companies and students. Furthermore, it was found that especially the differences in cultural background and different historical experiences between the two distinct groups of 'students' and 'entrepreneurs' might make processes of social identification more difficult and, therefore, successful community-building less likely'.

Journal ArticleDOI
TL;DR: The results revealed that more respondents are in Favor of telecommuting than those who are not in favor of the concept, and that the increase in the attitude score towardstelecommuting tends to be paired with higher expectations about telecommuted productivity and satisfaction.
Abstract: Thousands of companies today, in a wide variety of industries, are experiencing the benefits of allowing employees to work from their homes. Telecommuting has become a recognized and accepted work alternative for millions of Americans that has exponentially grown during the past 20 years. The main purpose of this paper is to explore the attitude of the Egyptian information workers towards the concept of telecommuting, and to examine the relationships between such an attitude and workers' expectation of their productivity and job satisfaction if participating in a telecommuting program. Original data were collected using a self-administered questionnaire. A national sample of 228 Egyptian information workers in Dakahlia Governorate in Egypt completed the questionnaires with usable data. The results revealed that more respondents are in favor of telecommuting than those who are not in favor of the concept, and that the increase in the attitude score towards telecommuting tends to be paired with higher expectations about telecommuting productivity and satisfaction.

Journal ArticleDOI
TL;DR: Foster an informal learning community of computer technologies at school is suggested as a supplemental method of formal computer education to address the shift in educational context and as a place offering opportunities for students to work on real-life projects and solve real- life problems.
Abstract: Computer technologies develop at a challenging fast pace. Formal education should not only teach students basic computer skills to meet current computer needs, but also foster student development of informal learning ability for a lifelong learning process. On the other hand, students growing up in the digital world are often more skilled with computer technologies than their teachers. We describe an online course design project in which a group of students designed an online health course for their middle school, and teachers played the roles of facilitators and learners. We suggest fostering an informal learning community of computer technologies at school as a supplemental method of formal computer education to address the shift in educational context and as a place offering opportunities for students to work on real-life projects and solve real-life problems.

Journal ArticleDOI
TL;DR: This work focuses on how best to support intergenerational groups, offering an analytical framework that combines ideas from the theory of small groups and activity theory and discusses methodological issues that arise when studying interGenerational cooperative work.
Abstract: The workforce is ageing as older workers re-enter the workforce or delay retirement. One consequence is that work groups are increasingly becoming intergenerational. Because group work relies on many collaborative tools (e.g. email, shared calendars), it is essential to understand the special requirements that intergenerational groups have for groupware. Can we design collaborative tools that leverage the differing abilities and contributions of older and younger workers in groups? We focus on how best to support intergenerational groups, offering an analytical framework that combines ideas from the theory of small groups and activity theory. We consider design implications for computer-supported cooperative work (CSCW) and outline design principles for groupware that supports intergenerational groups. Finally, we discuss methodological issues that arise when studying intergenerational cooperative work.

Journal ArticleDOI
TL;DR: It is suggested that the method of collegial verbalisation may have combinatorial advantages that makes it more powerful as an analytical tool than the traditional forms of verbalisation, specifically if one wants to analyse work tasks that are dynamic and where the operators' behaviours are highly automated.
Abstract: The purpose of this paper is to propose and discuss a new method for information acquisition called collegial verbalisation. The method is explored in an empirical case study, and it consists of vehicle operators being videotaped while driving, followed by some of their colleagues making verbal reports while watching the video data. These colleagues have previously experienced exactly the same driving task as the operators, that is, they have travelled the same route, with the same craft, and used the same instrumentation. Thus, they are very familiar with the driving task and the driver environment. The empirical study is carried out on a high-speed ferry. The method is explored in relation to three rather open hypotheses: the amount of information provided in general; the reliability of the data; and how it contributes to the detection of 'buggy mental models' within the operators. The method is discussed in relation to the more traditional forms of verbal reports: concurrent and retrospective verbalisations, respectively. From the results of the empirical exploration, it is suggested that the method of collegial verbalisation may have combinatorial advantages that makes it more powerful as an analytical tool than the traditional forms of verbalisation, specifically if one wants to analyse work tasks that are dynamic and where the operators' behaviours are highly automated. However, more elaborate and systematic investigations must be conducted on the topic, and the paper therefore ends with a suggestion on an experimental design for this purpose.

Journal ArticleDOI
TL;DR: A long-term participatory design approach, integrating developmental informal learning, is used to understand how this community organization adopts, evaluates, and sustains website technology.
Abstract: Community computing supports human - computer interaction among neighbours in geographical or place-based community organizations. Using a case study of such an organization, we investigate the process of designing their website. Our long-term participatory design approach, integrating developmental informal learning, allowed us to understand how this community organization adopts, evaluates, and sustains website technology. Based on our case study analysis, we present three design heuristics for developing community-based technology: align and afford new possibilities for participation, dynamically manage organizational knowledge and learning, and enhance social capital within community organizations and with the broader community.

Journal ArticleDOI
TL;DR: The website task performance was not significantly influenced by fluid intelligence score or age, but there was a significant influence by prior website experience.
Abstract: The present study examined influences of fluid intelligence and website experience on a website task by 99 community-dwelling older adults (41 males, 58 females, age range 58 - 90 years) who were screened for visual acuity and major health problems. They were divided into three groups, dependent on their prior website experience (19 with no prior website experience, 55 with low website experience and 25 with high website experience). Perpendicular to this, the participants were divided into low-and high-fluid intelligence groups and into young - old and old - old age groups. Participants performed a website information retrieval task using three health information websites. Performance was assessed by the time taken to retrieve target information. Overall, the three websites significantly differed in the time taken to locate the target information. The website task performance was not significantly influenced by fluid intelligence score or age, but there was a significant influence by prior website experience.

Journal ArticleDOI
TL;DR: A theory of productivity benefits of presence-aware communication technology is proposed, building upon past research, and a quasi-experimental longitudinal research design is used to test how providing instant messaging to selected workgroups at a Fortune 500 company impacts employees' attitudes and work behavior.
Abstract: Millions of adults currently use instant messaging (IM) in the workplace, and yet there is very little research examining how use and perceptions of this new medium affect intra-organizational communication. While one of the characteristics of instant messaging is the ability to exchange real-time communication, what truly distinguishes instant messaging from other widely adopted forms of mediated communication is the integration of presence technology, which allows parties to detect if others are online and available to communicate. In this paper, we propose a theory of productivity benefits of presence-aware communication technology, building upon past research. Based on this model, we use a quasi-experimental longitudinal research design to test how providing instant messaging to selected workgroups at a Fortune 500 company impacts employees' attitudes and work behavior. Results suggest that IM use had a positive effect on improving productivity with participants citing reductions in voice mail and phone tag, improvements to how easy it was to see if colleagues were online and available to communicate as well as increased productivity served by back-channel communications conducted via IM. Results and future research directions are discussed.

Journal ArticleDOI
TL;DR: The findings suggest that the students succeeded in producing distinctive cultural products, and both the students and the teachers adopted novel roles during the inquiry.
Abstract: The aim of the present study was to investigate the challenges that relate to the implementation of virtual inquiry practises in middle school. The case was a school course in which a group of Finnish students (N = 14) and teachers (N = 7) completed group inquiries through virtual collaboration, using a web-based learning environment. The task was to accomplish a cross-disciplinary inquiry into cultural issues. The students worked mainly at home and took much responsibility for their course achievements. The investigators analysed the pedagogical design of the course and the content of the participants' interaction patterns in the web-based environment, using qualitative content analysis and social network analysis. The findings suggest that the students succeeded in producing distinctive cultural products, and both the students and the teachers adopted novel roles during the inquiry. The web-based learning environment was used more as a coordination tool for organizing the collaborative work than as a forum for epistemic inquiry. The tension between the school curriculum and the inquiry practises was manifest in the participants' discussions of the assessment criteria of the course.

Journal ArticleDOI
TL;DR: Merton's analysis of unintended consequences provides a framework which expands the ability to explain issues associated with the implementation of computer-mediated communications and discusses intervention and laissez-faire as two implicit responses evident in the recent literature.
Abstract: This paper explores the unintended consequences of computer-mediated communications by adopting a typology suggested by the sociologist Robert Merton. The typology is used to present a thematic analysis drawn from the literature on computer-mediated communications and two new studies. The first study considered the impact of computer-mediated technology on communicative behaviour in general, and involved 22 managers working in locations in the UK and USA. The second study focused on electronic mail and drew upon the responses of 70 managers. The paper suggests that Merton's analysis of unintended consequences provides a framework which expands our ability to explain issues associated with the implementation of computer-mediated communications and discusses intervention and laissez-faire as two implicit responses evident in the recent literature.

Journal ArticleDOI
TL;DR: The study shows that the personality characteristic Curiosity influences the number of identified problems; a combination of the personality characteristics Friendliness and Extraversion influences the percentage of verbalised problems.
Abstract: This paper describes an experiment to determine which personality characteristics can be used to predict whether a child will make an effective participant in a user test, both in terms of the number of identified problems and the percentage of verbalised problems. Participant selection based on this knowledge can make user testing with young children more effective. The study shows that the personality characteristic Curiosity influences the number of identified problems; a combination of the personality characteristics Friendliness and Extraversion influences the percentage of verbalised problems. Furthermore, the study shows that selection of children based on these criteria does not lead to finding an unrepresentative sample of the product's problems.