| Identifying and Measuring Cultural Differences in Cross-Cultural User-Interface Design | | BIBAK | Full-Text | 3-12 | |
| Jasem M. Alostath; Sana'a Almoumen; Ahmad B. Alostath | |||
| This paper is investigating the role of culture in cross-cultural user
interface design, and particularly focused on e-banking user-interface design.
The results of this research are presented in two phases. The first phase is
focused on the development of a cultural model that has some HCI factors. The
second phase introduces the Cross-Use experiment that aims to evaluate the
mapping between website design elements and cultural attributes using a
user-in-context evaluation approach. This is done by developing three User
Interface designs, and applying them to 63 local participants from the case
study cultures (Brazil, Kuwait, Egypt, and UK). The experiment was conducted
using the developed prototypes was able to classify cultures differently, and
highlighted those design markers that affects cultural differences in the
design of e-banking websites. This is based on user preferences and usability. Keywords: Culture; Usability; e-banking; user-in-context evaluation | |||
| Cross Cultural Computer Gaming | | BIBA | Full-Text | 13-18 | |
| Joyram Chakraborty; Anthony F. Norcio | |||
| Computer game development is a rapidly growing global business. However, research in the understanding of the global user is lacking. This paper presents a survey of recent research on cross cultural game development. The paper proposes a cross cultural hybrid model to carry out user modeling to assist developers in understanding the cultural nuances of end users. | |||
| This Is Who I Am and This Is What I Do: Demystifying the Process of Designing Culturally Authentic Technology | | BIBAK | Full-Text | 19-28 | |
| Wanda Eugene; Leshell Hatley; Kyla McMullen; Quincy Brown; Yolanda Rankin; Sheena Lewis | |||
| The goal of this paper is to bridge the gap between existing frameworks for
the design of culturally relevant educational technology. Models and guidelines
that provide potential frameworks for designing culturally authentic learning
environment are explained and transposed into one comprehensive design
framework, understanding that integrating culture into the design of
educational technology promotes learning and a more authentic user experience.
This framework establishes principles that promote a holistic approach to
design. Keywords: human-computer interaction; cultural relevance; educational technology;
design | |||
| Cultural Dimensions in User Preferences and Behaviors of Mobile Phones and Interpretation of National Cultural Differences | | BIBAK | Full-Text | 29-38 | |
| JuHyun Eune; Kun-Pyo Lee | |||
| The purpose of this study is to identify the differences in user behaviors
and cultural tendencies which will develop a cultural evaluation frame work for
mobile phone design among countries in the mobile telecommunication market.
Cultural taxonomy helps the understanding of cultural differences. To help
understand the Asian market more clearly, a brief overview of Geert Hofstede's
findings (Individualism, Uncertainty avoidance, Power distance, Masculinity,
and Long-term orientation) and the K.P. Lee's Cultural Variables (Way of Task
Handling, Temporal Perception, Conception of Nature, Adherence to rules,
Relationship with Human, Nature of Human Activity, Message Contexting, and
Expression of Emotion) for the index of different cultures was used in this
study. This research is based on an online survey in three countries (Korea,
China and Japan), summarizing the responses of questionnaire about user
preferences, and behavioral perceptions of UI Design of mobile phones. The
result of this research identified the differences and similarities among
countries clearly, reorganized the cultural variables. After comparing values
of author's value from online survey and two other variables, this study found
that Hofstede's and KP Lee's are very meaningful to identify cultural-based
national characteristics. This verifies that differences of usage behavior and
preference for mobile phone reflect cultural perspectives. This cultural
research is the key to understanding these needs and to providing the companies
with advanced market positioning. This study should not stop at a simple
cross-national comparison but be a cultural comparison framework for giving
companies a clear future direction for globalization-based design development. Keywords: Mobile Phone; Interaction Design; Cultural Comparison; Behavior; Preference;
User Questionnaire | |||
| Culture and Co-experience: Cultural Variation of User Experience in Social Interaction and Its Implications for Interaction Design | | BIBAK | Full-Text | 39-48 | |
| Jung-Joo Lee | |||
| The notion of how multi-users experience technology as a group has opened
important vistas in interaction design. Even though literature in cultural
anthropology and cognitive psychology implies cultural influence on user
experience in social interaction, a cross-cultural notion has, however, been
overlooked in this area. This paper aims at exploring relationship between
culture and a social aspect of user experience, in a catchier term,
"co-experience," drawing on the concept of "role-takings" by following the
framework in symbolic interactionism. Based on literature review, we build the
conceptual framework of how role-takings vary in different cultures and how the
variations can shape different co-experience. In order to illustrate how this
framework can be applied in a real design case, a novel interactive system
called "Visual-talk table" is introduced. In so doing, we argue how the
framework and the design experiment with this technology can serve as a tool to
facilitate cultural aspect of social interaction in designing especially
tangible and ubiquitous interaction. Keywords: culture; co-experience; social interaction; interaction design | |||
| Cultural Aspect of Interaction Design beyond Human-Computer Interaction | | BIBAK | Full-Text | 49-58 | |
| Rungtai Lin; Po-Hsien Lin; Wen-Shin Shiao; Su-Huei Lin | |||
| Over the past several decades, we have made many efforts to understand
Human-Computer Interaction (HCI). But beyond HCI, we need a better
understanding of Human-Culture Interaction not just for taking part in the
cultural context, but also for developing the interactive experience of users.
Therefore we propose a general framework for cultural product experience that
applies to the mental models of designer and user and which can be experienced
in Human-Culture Interaction. Then, based on the interactive experience of
users with an aboriginal cultural object, the Linnak (a twin drinking cup), a
modern Linnak was proposed to demonstrate how to design a successful cultural
product using the human-culture interaction framework. The intended purpose of
this paper is to provide a framework for examining the way designers interact
across cultures and the interactive experience of users in the design process. Keywords: Interaction Design; User Experience; Cultural Product Design | |||
| Cross-Cultural Analysis of Social Network Services in Japan, Korea, and the USA | | BIBAK | Full-Text | 59-68 | |
| Aaron Marcus; Niranjan Krishnamurthi | |||
| The techniques of cross-cultural analysis of Websites based on culture
models are used to examine user-interface components (the metaphors, mental
models, navigation, interaction, and appearance) of social networking sites in
three countries. The authors note and evaluate patterns of similarity and
difference in the Website designs that seem to link social networking sites by
culture dimensions. Keywords: appearance; China; culture; culture model; design; interaction; interface;
Japan; Korea; language; mental model; metaphor; navigation; network; social;
user | |||
| Cross-Culture and Website Design: Cultural Movements and Settled Cultural Variables | | BIBAK | Full-Text | 69-78 | |
| Abdalghani Mushtaha; Olga De Troyer | |||
| This paper reports on research carried out to determine the settled as well
as other types of cultural markers including interface design elements and
cultural dimensions that are appropriate to be used for cultural-centered
website design and localization. For this, research discussed in this paper
builds upon the existing body of research in website design and
anthropologists' cultural dimensions. The research was performed in two phases:
a first study was carried out to re-evaluate some pre-researched websites, and
the second study was performed to evaluate and rank anthropologist's cultural
dimensions. The findings of both research studies were evaluated and compared
against earlier research results in order to provide insight into the evolution
of the use of cultural markers. The results, a grouping of the cultural markers
into 5 levels can be used for designing cultural-centered websites. Keywords: Website localization; Cultural markers; Cross-cultural usability | |||
| Cross-Cultural Design and Evaluation of the Apple iPhone | | BIBAK | Full-Text | 79-88 | |
| Michael A. Oren; Utkarsh Seth; Fei Huang; Sunghyun Kang | |||
| In this paper, we report the design and results of a study to improve the
usability of the iPhone for a global audience, particularly in India and China.
With extensive research in cultures of three countries China, India, and the
United States, the iPhone interface was redesigned with an eye to culturally
universal (for the three cultures of interest to this study) and ease of access
of functions most used by mobile phone users in these cultures. Both the iPhone
and the new prototype interfaces were tested to measure their usability and
results are reported here. Keywords: Global Design; Usability; iPhone; Mobile Interfaces | |||
| Cross-Cultural Understanding of the Dual Structure of Metaphorical Icons: An Explorative Study with French and Turkish Users on an E-Learning Site | | BIBAK | Full-Text | 89-98 | |
| Kerem Rizvanoglu; Özgürol Öztürk | |||
| Research on the cross-cultural understanding of different interface aspects
is an area of growing interest in human-computer interaction discipline. This
paper mainly investigates the influence of culture on understanding metaphors
in graphical user interfaces. Considering the dual coded structure of compound
metaphorical icons which is composed of two major units: image and label, this
study evaluates the main hypothesis that understanding of graphical and textual
elements of the metaphors differs due to the real world and language
experiences of the users. An empirical study on a French e-learning site --
based on a spatial "Campus" metaphor -- was conducted with 68 Turkish and
French students. The study applied a multi-method approach including data
collection instruments like questionnaires for understanding of metaphorical
icons and interview. Findings do suggest differences in understanding across
the two cultural groups and provide an in-depth analysis on the process of
cross-cultural understanding of metaphors by focusing on the metaphorical
inconsistencies. Keywords: Metaphor; icon; culture; understanding; user interfaces | |||
| Cultural Representation for Multi-culture Interaction Design | | BIBAK | Full-Text | 99-107 | |
| Javed Anjum Sheikh; Bob Fields; Elke Duncker | |||
| This research works towards the integration of cultural factors in global
information systems like the Web or digital libraries to enhance global access
to information and services. In this context, we study cultural differences in
categorization and classification by means of card sorting experiments in
combination with observations and interviews. An initial analysis of data
collected in Pakistan and UK reveals a number of differences between Pakistani
and British participants as to how they classify every-day objects. The
differences found suggest a number of design solutions for cultural inclusion. Keywords: Cross-cultural design; cross-cultural classification; classification
systems; human-computer interaction; globalisation; localisation; cultural
inclusion | |||
| Designing for a Dialogic View of Interpretation in Cross-Cultural IT Design | | BIBAK | Full-Text | 108-116 | |
| Huatong Sun | |||
| To search for ways of better communicating the intended meanings to
culturally diverse users, this paper uses Bakhtin's concept of dialogicality
and its application to examine how interpretation functions in cross-cultural
design. It argues for a dialogical view of interpretation based on the genre
notion with its features of situatedness and dynamism. This view of
interpretation connects action and meaning in cross-cultural IT design and
makes a design appealing to a local context without stereotyping the local
culture in an essentialist fashion. Keywords: interpretation; genre; dialogicality; cross-cultural design | |||
| Exploring Cultural Context Using the Contextual Scenario Framework | | BIBAK | Full-Text | 117-126 | |
| Eric Swanson; Keiichi Sato; Judith Gregory | |||
| In applications where individuals in different contexts interact with a
technology system, cultural issues present complex challenges for developers
attempting to understand context of use. Three features of culture stand out:
individuals embody overlapping cultural memberships; cultures and roles
interact; and individuals make erroneous assumptions of others' cultural
membership. This paper illustrates how the Contextual Scenario Framework (CSF)
can address these cultural challenges. The CSF is a tool that supports
scenario-based design by structuring, organizing and automatically recalling
contextual information. The mechanisms of the CSF enable exploration of human
activity in context, linking characters within scenarios to contextual
influences discovered in primary field research and secondary analysis. Keywords: Culture; Context; Scenario; Scenario-Based Design; Information Systems
Design; Human-Computer Interface | |||
| Attention to Effects of Different Cross-Cultural Levels in User Research Method's Interface: Discipline or Nationality -- Which Has Stronger Force? | | BIBAK | Full-Text | 127-134 | |
| Trang-Thu Tran; Kun-Pyo Lee | |||
| In the recent years, design research have developed a long way in
investigating about the users and their contexts. It was aimed to challenge the
way 'cross-culture influence' has been considered in design research field:
should there be better way than profiling users solely based on nationality in
multinational research project for product specification. Major findings
through this research included (1) Nationality factor influenced remarkably on
user performance but not much on user attitude. In contrast, discipline factor
influenced significantly on every elements of user participation. (2) The gaps
of user attitude and performance with nationality as the function maintained
same levels while the effects from discipline factor intensified upon the
increase of task complexity and change of ask characteristic. Overall,
Discipline factor dominated Nationality factor, insisting on the importance of
considering different levels of participants' cultures in designing the
interface of user experience research methods. Keywords: design research methodology; generative session; cross culture | |||
| A Cross-Cultural Study on the Perception of Sociability within Human-Computer Interaction | | BIBAK | Full-Text | 135-144 | |
| Fang-Wu Tung; Keiichi Sato; Yi-Shin Deng; Tsai-Yi Lin | |||
| This study tries to use speech and dynamic emoticons as social cues to
create a more sociable human-computer interaction. A cross-cultural study was
conducted to investigate the influence of cultural backgrounds (Taiwan and
America) on children's perceptions of sociability within human-computer
interaction and explore how the management of social cues affects their
engagement in e-learning environments. A 2x2 (Taiwan/America, speech/dynamic
emoticon) quasi experiment was conducted to investigate the effects of the
independent variables on children's perception of social presence and intrinsic
motivation. Cultural differences in the perception of social presence are
observed. American children reported higher perceived social presence than
Taiwanese children did. No differences of effects of speech and dynamic
emoticons on children's feelings of social presence and motivation are found.
It suggests that children's social responses and learning motivations are
triggered equally strongly by the two social cues. These findings suggest that
designers of educational technology could use speech or dynamic emoticons to
build more sociable interfaces that could boost children's motivation in
learning. Keywords: Cultural difference; Sociability; Interaction design; Speech; Dynamic
Emoticon; Children | |||
| The Use of Hypertext as a Vocabulary Acquisition Strategy for English as Second Language Learners | | BIBAK | Full-Text | 147-155 | |
| Devshikha Bose; Dotty Sammons | |||
| This paper has two parts. The first part is a literature review which
discusses vocabulary acquisition in ESL learners in context of 1) vocabulary
acquisition strategies used by ESL learners 2) efficacy of Computer Aided
Language Learning (CALL) in ESL vocabulary acquisition, 3) the use of
hypertexts to aid vocabulary acquisition among ESL learners, 4) hypertext use
strategies, and 5) hypertext design considerations. The second part of the
paper is a proposed study on the use of a website evaluation rubric to evaluate
the effectiveness of selected websites based on best practices of
teaching-learning ESL. Keywords: Hypertext; ESL; Vocabulary Acquisition Strategies; CALL; CAI; Rubric | |||
| A Systematic Review of Technologies Designed to Improve and Assist Cognitive Decline for Both the Current and Future Aging Populations | | BIBAK | Full-Text | 156-163 | |
| Kelley Gurley; Anthony F. Norcio | |||
| This paper serves as a literature review focused on understanding the
technologies available for all aging populations. It also presents some
limitations involved in providing alternative health care and discusses some
considerations to designing technologies for future aging populations. Keywords: Cognitive Decline; Aging Population; Assistive Technologies; Robotics;
Telehealth | |||
| Developers and Moderators: Observations in the Co-development of an Online Social Space | | BIBAK | Full-Text | 164-172 | |
| David Gurzick; Kevin F. White | |||
| Online social spaces have emerged at the confluence of three notable trends:
an increasing amount of interaction occurring over digital channels, an
awareness of the range of technical and social affordances such spaces provide,
and a growing participatory culture that fosters member involvement in the
creation and maintenance of digital locales. At the same time, these trends
offer both great promise and significant challenges to the creation and
maintenance of online social spaces. This paper unpacks the observations from
the creation of one such online social space developed with involvement from
the moderators tasked with facilitating its operation. Observations run the
gamut from the technical (modifying system features to meet described work
practices) to the social (fostering a joint ownership in the success of the
social space) and set the stage for a broad research agenda for discovering
best practice in constructing social spaces online. Keywords: Online Communities; Sociotechnical Systems; Adolescents; Moderation; Design;
Tools | |||
| Anthropomorphic Systems: An Approach for Categorization | | BIBA | Full-Text | 173-179 | |
| Kathryn Howe | |||
| Are systems that incorporate anthropomorphic attributes better at interactivity with a user than systems that do not use such attributes? Do these systems allow a user to interact with the system in a natural way; or can the system cause more frustration then aid? It is a fact that many systems nowadays are attempting to make their interfaces more natural to use. Some systems attempt to do so by the advance of various input systems, such as touch screens, screen readers, etc. Other systems attempt to create user interfaces that a user can easily relate to. They can take on various anthropomorphic attributes such as emotion, speech, cognition and learning abilities. These systems vary dramatically in how they incorporate the attributes as well. Some systems use an interface of cartoon characters that allow a user to believe that the character can speak and learn like the user, while still keeping a separation of the virtual and real world by its physical form. Others attempt to effect human attributes so much that it could be difficult to distinguish between the two. | |||
| Cyber Society and Cooperative Cyber Defence | | BIBAK | Full-Text | 180-186 | |
| Peeter Lorents; Rain Ottis; Raul Rikk | |||
| Emergence of cyber societies places new emphasis on the protection of
information and information services. The paper provides a definition for the
concept of information that is based on the concept of knowledge and a
definition for cyber society, which encompasses the relationship between a
society of humans and a network of computers. Estonia and the cyber attacks of
spring 2007 are briefly examined as an example of an early cyber society under
cyber attack. Finally, the role and principles of the Cooperative Cyber Defence
Centre of Excellence are explained. Keywords: Knowledge; information; cyber society; cyber attacks; cooperative cyber
defence; CCD COE | |||
| Constructing a Model of Internet-Based Career Information System for Industrial Design Students in Universities | | BIBAK | Full-Text | 187-196 | |
| Ming-Ying Yang; Manlai You; Ya-Lin Tu; Yung-Ping Chou | |||
| This study aims to propose a model of Industrial Design Career Information
System (IDCIS) to help ID students plan their career. The study was divided
into three stages. The content analysis of nine relevant websites framed a
basic structure of IDCIS. Next, four focus groups with a total of twenty-four
ID students were interviewed to find out what career information they would
like to know. Finally, a web-based model of IDCIS was simulated and eight ID
students were invited to provide their feedback. The outcome would provide an
integrated base to help students be aware of the ID profession and plan their
career in advance during the school years. Also, the process of constructing a
model of IDCIS adopted by this study could be a reference for other fields. Keywords: Industrial Design; Career Information System; Design Education; Career
Guidance | |||
| Factors Affecting Online Game Players' Loyalty | | BIBAK | Full-Text | 197-206 | |
| Fan Zhao; Xiaowen Fang | |||
| In the past decade, online games have become an important electronic
commerce application. A good understanding of customer online game behaviors is
critical for both researchers and practitioners, such as game vendors and game
developers. Many researchers focus their studies on the consumers' intention to
play online games. However, the industry becomes more and more interested in
the key factors to retain customers. To tackle the retention problem, this
paper proposes a research framework of online game play loyalty. Based on this
framework, thirteen hypotheses were developed and tested through a survey in
U.S. universities. Overall, the results indicate the following: 1) Online game
technology factors, such as the game story, game graphics, game length, game
control and online game services, have significant impact on players' game
enjoyment; 2) Game enjoyment and social norms have positive effects on
intention to play; 3) Social norms, quality of online game community and
intention to play are important predictors of online game loyalty. Keywords: online games; loyalty; intention; enjoyment | |||
| Exploring the Influences of Individualism-Collectivism on Individual's Perceived Participation Equality in Virtual Learning Teams | | BIBAK | Full-Text | 207-216 | |
| Yingqin Zhong; Na Liu; John Lim | |||
| This study aims to investigate the effects of equal participation on
individual member's self assessment in terms of self-reported learning,
self-perceived value of contribution, group identity and process satisfaction.
Further, we examine how these effects of equal participation on individual
learners are moderated by learners' cultural orientation in terms of
individualism-collectivism. Data were collected from 65 virtual learning teams
involving 195 undergraduates in a college in south China. MANOVA tests were
performed to test the hypotheses. Findings revealed supportive results to most
of posited main effects as well as moderating effects. Keywords: Computer Supported Collaborative Learning (CSCL); e-Learning;
Individualism-Collectivism; participation; learning outcomes | |||
| Application of the Labeled Magnitude Scale in Kansei Research | | BIBAK | Full-Text | 219-227 | |
| Chun Yueh Chen; Kuohsiang Chen | |||
| This study intended to construct a labeled magnitude scale based on Kansei
researches so that data with ratio-level can be retrieved easily and further
extensive analysis can be conducted. In this study, scale derivation was
generated based on the research of Green et al.[8] 32 subjects, include 23 male
and 9 female, average age of 24.6 yrs with design education background,
participated in the experiment. 19 car samples and 5 Kansei phrases were used
in the experiment. Results showed that the intensity indicators were
significantly different in the experiment (F1,137=.122,p=.727). But subjects in
the experiment gave rating in different ways to each Kansei phrases (Kansei
phrases * intensity indicators, F20,2952=3.55,p=.00). This may due to the
status quo bias of subjects. Comparisons with OPUS (Oral Pleasantness
/Unpleasant scale) [9] and CALM (Comfort Affective Labeled Magnitude) [5]
showed similar orders of intersity indicators but different maximum magnitude
in each scales. Keywords: Kansei research; labeled magnitude scale (LMS); scale method; sensory
evaluation | |||
| Internationalizing Mainframe Applications through Screen Scraping | | BIBA | Full-Text | 228-235 | |
| Chris Durand | |||
| This paper is a case study describing the internationalization of a mainframe application without changing mainframe code. By utilizing screen scraping techniques, the project team created Chinese and Korean versions of mainframe application screens and reports. The paper describes specific issues encountered on the project, the solutions considered, and the strengths and weaknesses of the selected solution. It also describes an algorithm used to perform efficient translation of system messages with embedded variables. | |||
| A Case Study in Community-Driven Translation of a Fast-Changing Website | | BIBA | Full-Text | 236-244 | |
| David Ellis | |||
| Facebook's translation tool allows users (translators) to click on a phrase as they browse the site, and inline see the original native string, vote on translations suggested by their peers or offer their own. We offer an innovative approach to web site internationalization that leverages a unique infrastructure and a dedicated user community to keep our interface up-to-date in translation. | |||
| Rescaling Non-metric Data to Metric Data Using Multi-Dimensional Scaling | | BIBAK | Full-Text | 245-253 | |
| Kelley M. Engle; Guisseppi A. Forgionne | |||
| Rescaling of nominal- and ordinal-scaled data to interval-scaled data is an
important preparatory step prior to applying parametric statistical tests.
Without rescaling, the analyst typically must resort to non-parametric tests
that are less robust statistically than the metric counterparts.
Multi-dimensional scaling (MDS) is a procedure that can be used to perform the
desired rescaling. This paper utilizes MDS to transform nonmetric data from the
IAN (Interactive Autism Network) and illustrates the application of the results
to autism. Two simulated distributions were created from the MDS procedure to
determine the best transformation. The tests reveal that either a normal or
uniform distribution is acceptable with the uniform distribution performing
marginally better than the normal. Keywords: rescaling techniques; MDS (Multi-dimensional scaling); parametric test
requirements; autism; data mining | |||
| Intercultural Usability Surveys: Do People Always Tell "The Truth"? | | BIBAK | Full-Text | 254-258 | |
| Emilie West Gould | |||
| Researchers have identified many ways that culture affects usability methods
-- interviews, moderated tests, think-aloud protocols, and card sorts. This
paper reviews some of that literature and discusses a project investigating the
effect of culture on usability surveys. Keywords: culture; cultural usability; survey methodology | |||
| Cultural Interface Design Advisor Tool: Research Methodology and Practical Development Efforts | | BIBAK | Full-Text | 259-265 | |
| Irina Kondratova; Ilia Goldfarb | |||
| Within the cultural user interface design research and development project
we address the need in culturally appropriate user interface design that is
brought up by globalization. Globalization is affecting most computer-mediated
communication and, in particular, user interface design for the Internet
applications. To address this need, we are building a cultural "look and feel"
advisor tool that is based on the research study utilizing cultural analysis of
a large number of websites for a particular locale. This paper addresses the
research methodology we employed in manual evaluation of specific cultural
markers on a large set of country-specific websites and reports on several
important aspects of transferring our research results into the practical
implementation of the cultural design advisor tool. Keywords: Cultural preferences; color theory; cultural user interface; usability | |||
| An Investigation of the Relationship between Digit Ratio and Spatial Ability | | BIBAK | Full-Text | 266-273 | |
| Hanyu Lin; Moli Yeh; Yenyu Kang | |||
| Spatial ability plays a key role in many types of reasoning and
communication, and is important in domains such as design. Digit ratio is
related to a range of cognitive abilities, including spatial ability. In digit
ratio studies, most studies were limited by using only one test for spatial
ability. The purpose of present study was to investigate which sub-factors of
spatial ability are related to digit ratio. We analyzed sex differences and the
relationship between digit ratio and three sub-factors of spatial ability. Our
results found that right hand digit ratio was significantly lower in males than
in females, no significant differences were found between males and females on
the left hand ratio. For female samples, both hands digit ratio were
significantly negative correlated with perceptual speed factor of spatial
ability. There was no association between digit ratio and spatial visualization
factor and spatial relation factor. Keywords: digit ratio; spatial ability; perceptual speed | |||
| "Whose Rule Is It Anyway?" -- A Case Study in the Internationalization of User-Configurable Business Rules | | BIBA | Full-Text | 274-282 | |
| Morgan McCollough | |||
| This paper consists of a case study concerning the internationalization of an electronic invoice management web application and its central rules engine. It examines the challenges faced in introducing internationalization changes at the level of a custom scripting language processor and the problems inherent in maintaining compatibility with existing deployments. The paper outlines the specific solution and the ways in which the key concepts of locale context and lazy initialization may be applied to other similar internationalization problems. | |||
| Design of Face-to-Face Multilingual Communication Environment for Illiterate People | | BIBAK | Full-Text | 283-292 | |
| Mai Miyabe; Takashi Yoshino | |||
| In the medical field, a serious problem exists with regard to communication
between hospital staffs and patients. Currently, although a medical translator
accompanies a patient to medical care facilities, round-the-clock or emergency
support is difficult to provide due to increasing requests. The medical field
has high expectations from information technology. Therefore, we have developed
a support system for multilingual medical reception termed M3. We have
installed our system in the Kyoto City Hospital in Japan. However, we found
that our system cannot provide support to illiterate people. If an illiterate
person and another person speak different languages, it is difficult the other
person to communicate face to face with the illiterate person while explaining
the meaning of texts shown on the display of the support system. This is one of
the problems specific to the multilingual communication. There is a need to
solve this problem. Therefore, we have developed a method to provide support to
illiterate people engaging in multilingual face-to-face communication. We use a
text-to-speech function implemented using a selector switch to provide support
to illiterate people in performing operations using a touch screen. We
performed an experiment to examine the effect of the proposed method. The
results of the experiment are as follows. (1) From the results of the
questionnaire, we find that the subjects are able to operate the selector
switch easily. Therefore, we conclude that the method using the selector switch
has little effect on the operation of the system. (2) Retrieval time using the
text-to-speech function is five times that using the normal operation. We need
to consider a structure that can retrieve the required information easily if
many readings of texts are required. Keywords: Parallel texts; Multilingual communication; Medical field | |||
| Internationalization and Localization of Websites: Navigation in English Language and Chinese Language Sites | | BIBAK | Full-Text | 293-300 | |
| Helen Petrie; Christopher Power; Wei Song | |||
| Guidelines exist for the internationalization and localization of websites,
but these do not mention possible changes in the layout of navigational
elements on websites. Two studies were conducted to investigate the importance
of navigational layout for Chinese and English language speakers. In the first
study it was found that major Chinese and North American/European companies did
not significantly adapt the navigation on their websites in relation to the
target linguistic/cultural market. In the second study it was found that there
were significant difference in the preferences of Chinese and English native
speakers for navigational layout on websites. The implications of these studies
are discussed. Keywords: localization of websites; internationalization of websites; navigation in
websites; user perceptions of websites | |||
| Considerations for Using Eye Trackers during Usability Studies | | BIBAK | Full-Text | 301-307 | |
| Anjali Phukan; Margaret Re | |||
| The purpose of this usability study was to see if eye trackers collect valid
data, regardless of the user's method of corrected vision, eye color, or
gender. The motivation to explore the idea that these human factors can distort
eye trackers is based on marketing claims by several companies that say these
factors should not affect results. This study found that the validity of data
in usability studies that involved eye trackers in testing can produce biased
results based on eyewear and eye color, and that adjustments should be made to
control for these variables. The results showed no significant correlations
based on gender. As a consideration into developing international signage for
mass transportation systems that effectively accommodate global users, this
study also explored how first language affects the way in which a user views
and organizes a message and hence interprets procedural directions and related
imagery. This is within the context of usability testing for a wide variety of
users who may not share a first language or have the same method of vision
correction. Keywords: eye trackers; usability testing methodologies; internationalization; eye
color; eyewear; gender; language | |||
| The Future of Enterprise Is with the Mobile Workforce: An International Field Study | | BIBAK | Full-Text | 308-315 | |
| Lynn Rampoldi-Hnilo; Brent-Kaan White; Michele Snyder; Chad Sampanes | |||
| To create the most effective mobile applications, Oracle must understand how
and in what contexts the mobile workforce is using their mobile devices. Oracle
mobile researchers went into the workforce population and conducted an
international, ethnographic field study to fully understand the mobile worker's
needs, behaviors, and contextually based activities. Keywords: Ethnography; Field study; International research; Mobile; Enterprise
applications | |||
| Representation and Reflexivity in ICT for Development (Telecentre) Research | | BIBAK | Full-Text | 319-327 | |
| Savita Bailur | |||
| The author argues there is insufficient discussion of representation (the
problems of showing the realities of the lived experiences of the observed
settings) and reflexivity (the relationship between knowledge and the ways
whereby knowledge is produced) in ICTD literature, particularly regarding
telecentre users and non-users. It first reviews six papers from 2007-8 in
Information Technologies and International Development and find that the
process of research methods and theorizing from findings could be analyzed in
more detail. It then shares how deconstructing the research process affected
findings in Our Voices telecentre, the author's own case study. Keywords: telecentre; telecentre users; representation; reflexivity; research method | |||
| Ubiquitous Society -- Cultural Factors Driving Mobile Innovations and Adoption in Japan | | BIBAK | Full-Text | 328-336 | |
| Henning Breuer | |||
| Streets without names, golden silence on the subway, cables installed
above-ground, experimental drive of developers and nosy customers prepare the
ground for ultimate perfection. This article analyzes and describes culturally
embedded usability scenarios, research activities and geographical and
political frameworks of developing mobile technologies in Japan. Furthermore,
decisive factors contributing to the development of a mobile and ubiquitous
society in Japan are outlined. This aims at raising awareness for new
starting-points of mobile innovation in Europe. Keywords: Cultural factors; mobile applications; innovation management; intercultural
design | |||
| A Study of Innovation Design on Taiwan Culture Creative Product -- A Case Study of the Facial Mask of Ba Ja Jang | | BIBAK | Full-Text | 337-346 | |
| Chi-Hsiung Chen; Being-Chenem Chen; Cheng-Dar Jan | |||
| In the trend of advocating the cultural and creative industry in recent
years, Taiwan elevates the people's spiritual satisfaction and the value of
cultural products through the mutual impact of art/culture and the creative
design. This is just a new-type industry that all nations worldwide pay
attention to in recent years. This research studies on Taiwan's local Ja Jang
culture transforming in the innovative design of cultural and creative
products. Besides actually developing the product design of Ja Jang culture, we
emphasize much more the discussion on the essence of cultural products and the
construction of designing mode. According to the research result, there are
four conclusions: 1. In terms of the development of Taiwan's cultural and
creative industry, the focus should be on (1) centering on key industries, (2)
cultivating the cultural industries with Taiwan's specialties, (3) introducing
international capital, having international communication, making good use of
China's resources, and (4) founding a platform of information integration. 2.
The designing meanings of cultural products should contain three levels, which
are the exterior level (visible and material), the middle level (of using
behavior and ritual/customary), and the interior level (ideological and
spiritual). 3. Comparing to attributes of general product design, the cultural
product design generally changes from use-base to the elevation of symbol value
to bring out the product's peculiarity and its differentiation. 4. The design
mode of Taiwan's local culture is constructed, and products of global culture
are brought from the age of technology to the age of design for "heart" of
humanistic culture. Keywords: Taiwan; cultural and creative industry; innovative design; Ja Jang | |||
| The Application of ICTs and Digital Divide in Rural China | | BIBAK | Full-Text | 347-355 | |
| Peng Chen; Jieping Wang; Zuoxian Si; Jie Wang; Ying Liu | |||
| In this article, we explored rural China's digital divide problem from a
social structure perspective, especially regarding the practical process and
mechanism of the digital divide forming in different village structures.
Traditional village and industrialized village represent two types of rural
China's social structure, which provide a good case for studying the digital
divide between different types of villages. We consider the gap formed in
possessing information and communication technologies (ICTs) as the primary
divide, and take the gap formed in using ICTs as the secondary divide.
Moreover, a "mutual reproduction" effect exists between the divides formed in
the course of possessing and using ICTs. Finally we pointed out that cell
phones, as a mobile network, may become the first carrier of the integration of
the future information technology and an effective agent weapon helps bridging
the digital divide. Keywords: Digital Divide; Social Structure; Traditional Village; Industrialized
Village; Mobile Network | |||
| Perceptions on Interaction Design in Malaysia | | BIBAK | Full-Text | 356-365 | |
| Idyawati Hussein; Esmadi Abu Abu Seman; Murni Mahmud | |||
| Even though researchers have introduced Human Computer Interaction (HCI)
methodologies, since 1980's, Malaysia's user interface is still considered
inadequate. Despite being aware of the importance of usable design, several
non-technical issues have more significant influence towards poorly designed
user interfaces in Malaysia. This paper reports the findings of a study of
interaction design and/or any HCI methodologies in practice among Malaysian
companies for software design and computer-related design development. The
research involved senior Information Communication Technology (ICT) managers
and focused on the application developers, whose job descriptions and
responsibilities vary. The study used semi-structured interviews and a focus
group study to uncover the current perceptions of people involved in ICT
project development. The findings serve as a pointer to the Malaysian
government and stakeholders towards the improvement of user interface design. Keywords: HCI; usable design; interaction design; practices; Malaysia | |||
| The Cultural Creative of Product Design for Pingtung County in Taiwan | | BIBAK | Full-Text | 366-375 | |
| Yen-Yu Kang; Ming-Shean Wang; Wei-Shiang Hung; Han-yu Lin | |||
| Research results relies on the cooperation of National Kaohsiung Normal
University Industrial Design and Cultural Affairs Department of Pingtung
County. Method of Cultural Creative Design shows Pingtung County cultural
connotation will display in the Pingtung County villages and towns
characteristic commodity design, is helpful to the designer regarding the
villages and towns discussion and the understanding. Entrusts with the new
annotation and the creation using the design Taiwan multi-dimensional tribal
grouping tribal group culture characteristic, expected that achievement of this
research will be helpful to design on the cultural commodity in the future
reference. Keywords: Cultural Creative Design; Product Design; Creative Industries | |||
| A Study of Service Innovation Design in Cultural and Creative Industry | | BIBAK | Full-Text | 376-385 | |
| Yu-Yuan Ko; Po-Hsien Lin; Rungtai Lin | |||
| Service design is considered to be one of the pivotal components in cultural
and creative design industries which has a significant impact on consumer
perception of innovation. Despite service design's recognized importance,
cultural and creative industries lack a systematic approach to it. Therefore,
based on the "Taiwan experience", this paper proposes a service innovation
design model and provides examples illustrating how to transfer cultural
features into service design, and design these cultural features into modern
products to reinforce their design value. Results presented herein create an
interface for looking at the way service innovation design crosses over
cultures, as well as illustrating the interwoven experience of service design
and cultural creativity in the innovation design process. Keywords: service innovation design; creative industries; experiencing culture | |||
| The Impact of Culture on the Design of Arabic Websites | | BIBAK | Full-Text | 386-394 | |
| Aaron Marcus; Sundus Hamoodi | |||
| This paper discusses issues regarding the influence of culture on Arabic
Websites. Arabic Websites from three countries serve as an initial sample for
this study. Do the Websites of Arabian countries reflect their culture? How
specifically? Do they share attitudes about design? Can an Arabian designer
achieve what users in other cultures need and want? What are differences
reflected in the differences between Arabic countries in the Eastern world and
Western countries? This paper discusses these and other issues. Keywords: Arabic; culture; design; interface; user; Website | |||
| Personalizing the Shared Mobile Phone | | BIBAK | Full-Text | 395-403 | |
| Nimmi Rangaswamy; Supriya Singh | |||
| Sharing mobile phones, an enduring practice in developing nations, finds
insufficient empirical effort or theoretical scrutiny as a sociological
phenomena. Predominant conceptions of design for a mobile phone are aimed at
independent and private behaviour as the device is perceived and designed to be
a private object for personal use. In this paper we draw attention to the need
for designing personalized spaces within the shared or familial culture around
the mobile phone. We report on a qualitative case-study of shared mobile phones
in low-middle income families in Mumbai city and Dharamshala, reframing
personal communication devices as shared objects. Keywords: Mobile Phone; Shared phones; India; Middle-class; Ethnographic Design | |||
| Affordable Wireless Connectivity Linking Poor Latin American Communities Binding Their Schools by Sharing ICT Training for "Maestros" of Primary Schools | | BIBAK | Full-Text | 404-412 | |
| C. Osvaldo Rodriguez | |||
| A very poor neighborhood in Argentina that has many features of lower middle
class is called "barrio carenciado". Many heads of the families are unemployed
and although children have access to schools it is common that they do not
finish their basic instruction. In many cases NGOs play a fundamental role in
changing this reality. In this presentation we detail the implementation of a
test bed where 14 families and a school were provided with computers, Internet
access and were educated out of digital illiteracy. Connectivity was provided
by Wireless Mesh Networking (WMN). The research project, was carried out by a
group of researchers from the Universidad de La Plata with different
backgrounds in collaboration with the NGO Barrios del Plata (a chapter of
Muhammad Yunus's Grameen Bank). The study monitored the changes in families'
life (in particularly children education and parents opportunities related to
obtaining work). The deployment of WMN in a such a broad area, aimed to define
the possible lowest cost implementation, and conforms an important part of the
research activities. The school #502, originally a node of the WMN, has become
a "Laboratory for the use of innovative methodologies in ICT training of
primary school teachers". The project was financed through an award given in a
public competition by Microsoft research and CentralTech, a leading Argentinean
educational center. Keywords: Digital Inclusion; Wireless Mesh Networking; ICT Teachers Education Note: Best Paper Award | |||
| Testing of a Novel Web Browser Interface for the Chinese Market | | BIBAK | Full-Text | 413-418 | |
| Siu-Tsen Shen; Stephen D. Prior; Kuen-Meau Chen | |||
| This paper compares the perspicacity, appropriateness and preference of web
browser icons from leading software providers with those of a culture-specific
design. This online study was conducted in Taiwan and involved 103
participants, who were given three sets of web browser icons to review, namely
Microsoft Internet Explorer, Macintosh Safari, and culturally specific icons
created using the Culture-Centred Design methodology. The findings of the study
show that all three sets have generally high recognition rates, but that some
icon functions (e.g. Go/Visit and Favourite) in all three sets have poor
recognition rates and are considered inappropriate. Keywords: web browser icons; icons; perspicacity; Chinese; culturalisation; user
interface design | |||
| Looking for the Image of Modernization: The Story of Made in Taiwan (MIT) | | BIBAK | Full-Text | 419-428 | |
| Ju-Joan Wong | |||
| Beginning in the 1980s, Taiwan's most vigorous global economic activity
trade department faced several difficult issues in succession. Reversing this
unfavorable situation by improving the MIT product image in international
markets was seen as the solution to these issues. This paper analyzes the
cultural contents of those economic and trade policies, and reveals how Taiwan,
a marginal state forced by the wave of globalization, constructed a national
identity by improving the product image of MIT. Furthermore, this process
demonstrates Taiwan's desire to be a 'modern' nation among the developing
countries. Based on the above, this paper argues that 'Taiwan's modern design
movement' was promoted by MIT discourses through a succession of economic and
trade policies. Besides declaring an aesthetic form, this movement also was one
of nationalism. However, whether modern design or nationalism movement, both
are transcended by the reasonable manipulation of capitalism, and become
ideological bubbles. Keywords: Made in Taiwan (MIT); modernization; economic development; industrial
design; national identity | |||
| Innovation through Customers' Eyes | | BIBAK | Full-Text | 429-434 | |
| Yanxia Yang; Mayuresh Ektare | |||
| The User Centered Design (UCD) process is well established and used
extensively in the industry, except with varying results. Upon engaging the
customers in the iterative design process why it is that in some cases the UCD
process results in a less than stellar outcome needs to be discussed. A
thorough analysis of one scenario reveals that the design innovation means
different things to various stakeholders. This paper is a case study
illustrating ways of enhancing the UCD process while providing insight into
varying viewpoints on the product innovation. Keywords: Innovation; User-Centered Design process; Unified messaging | |||
| The Effect of E-Learning on Business Organizations: A UAE Case Study | | BIBA | Full-Text | 437-446 | |
| Osama K. Alshara; Mohamad Khalid AlSharo | |||
| A major problem that most researchers in developing countries face is that of data availability. The UAE is experiencing advances in many areas; however, availability of raw data is not one of those areas. We are interested in measuring the level of response and adaptation as well as the correctness of the practice of e-learning in non-educational organizations in the UAE. We reviewed the literature to learn about the state-of the art of global practices and experiences of e-learning in non-educational organizations. Unfortunately, we were unable to find any reference to similar work that was done for the UAE market. This paper presents factors of implementing E-learning in non-educational organizations and how does that apply to the UAE culture. UAE based survey with a thorough analysis of the results are presented too. | |||
| txteagle: Mobile Crowdsourcing | | BIBAK | Full-Text | 447-456 | |
| Nathan Eagle | |||
| We present txteagle, a system that enables people to earn small amounts of
money by completing simple tasks on their mobile phone for corporations who pay
them in either airtime or MPESA (mobile money). The system is currently being
launched in Kenya and Rwanda in collaboration with the mobile phone service
providers Safaricom and MTN Rwanda. Tasks include translation, transcription,
and surveys. User studies in Nairobi involving high school students, taxi
drivers, and local security guards have been completed and the service has
recently launched in Kenya nationwide. Keywords: crowdsourcing; mobile phones; appropriate technology; reputation systems | |||
| User Experience Research and Management of Online Advertising and Merchandising | | BIBAK | Full-Text | 457-466 | |
| Frank Y. Guo | |||
| Managing user experience of advertising on eCommerce sites poses unique
challenges due to the need of balancing profiting and optimizing user
experience. Merchandising on eCommerce sites is similar to online advertising,
because users oftentimes do not perceive and interact with them differently due
to their similar look and feel. This paper proposes a framework of user
experience management, an approach towards user research, and a number of
design recommendations for online advertising and merchandising. Keywords: eCommerce; advertising; merchandising; eye tracking; user experience;
usability | |||
| Supportive Web Design for Users from Different Culture Origins in E-Commerce | | BIBAK | Full-Text | 467-474 | |
| Kyeong Kang | |||
| This paper presents an investigation of supportive design features for users
from different cultural origins in global e-commerce sites applying the
principles of human computer interaction to web interface design. This
investigation was necessitated from a need to establish an understanding of the
barriers in the implementation of e-business on a global level. The paper
begins with an overview of current business-to-user (B2C) e-commerce
implementation on the web, and then describes cultural issues in the global
e-commerce. Keywords: culture; e-commerce; web design | |||
| How Mobile Money Can Drive Financial Inclusion for Women at the Bottom of the Pyramid (BOP) in Indian Urban Centers | | BIBAK | Full-Text | 475-484 | |
| Apala Lahiri Chavan; Sarit Arora; Anand Kumar; Praneet Koppula | |||
| This paper looks at challenges and opportunities on how mobile money can
drive financial inclusion for women at the BOP (Bottom of the Pyramid) in urban
Indian centers. We explore the current ecosystem of financial transactions and
the role of women in a BOP household. Specifically we look at how this
ecosystem differs based on how long ago they migrated from rural India and how
that impacts their financial transactions. By understanding the gaps and the
barriers, we outline specific challenges and opportunities for driving
financial inclusion for women, through mobile money. We also posit that the
success of mobile money depends on whether the 'solution' moves away from the
paradigms used for designing mobile money solutions for those at the top of
pyramid. Keywords: Financial inclusion; mobile money; women; bottom of the pyramid (BOP);
microfinance; loans; credit; payments | |||
| Mobile-Banking Adoption and Usage by Low-Literate, Low-Income Users in the Developing World | | BIBAK | Full-Text | 485-494 | |
| Indrani Medhi; Aishwarya Ratan; Kentaro Toyama | |||
| Due to the increasing penetration of mobile phones even in poor communities,
mobile-phone-enabled banking (m-banking) services are being increasingly
targeted at the "unbanked" to bring formal financial services to the poor.
Research in understanding actual usage and adoption by this target population,
though, is sparse. There appear to be a number of issues which prevent
low-income, low-literate populations from meaningfully adopting and using
existing m-banking services. This paper examines variations across countries in
adoption and usage of existing m-banking services by low-literate, low-income
individuals and possible factors responsible for the same. It is observed that
variations are along several parameters: household type, services adopted, pace
of uptake, frequency of usage, and ease of use. Each of these observations is
followed by a set of explanatory factors that mediate adoption and usage. Keywords: m-banking; mobile UX; financial inclusion; economic development | |||
| Examining the Usage and Impact of Transformational M-Banking in Kenya | | BIBAK | Full-Text | 495-504 | |
| Olga Morawczynski | |||
| Since its introduction in March of 2007, the M-PESA application has acquired
a user base of over five million, and an agent network of over five thousand.
Because of its rapid growth, the application has received a significant amount
of attention. There have been assertions that it can engender transformational
benefits by providing the unbanked with new opportunities to access financial
services. There is, however, very little discussion of what these
transformational benefits are and how they are engendered. This paper will
contribute to filling this gap in the literature. It will draw from
ethnographic fieldwork that was deployed over a period of fourteen months in
two locations -- an informal settlement near Nairobi and a farming village in
Western Kenya. It will show that the M-PESA application was utilized for the
cultivation of livelihood strategies. Such strategies helped residents to cope
with (temporarily adjust) and recover from (longer term shifts in livelihood
strategies) stresses and shocks. The outcomes of these strategies will also be
discussed. Keywords: M-PESA; m-banking; livelihoods; impact; transformational technologies;
migration | |||
| Balancing Separateness and Jointness of Money in Relationships: The Design of Bank Accounts in Australia and India | | BIBAK | Full-Text | 505-514 | |
| Supriya Singh | |||
| Personal bank accounts are an important way of signaling the separation,
ownership, control and management of money. They are however a blunt instrument
for balancing the separateness and jointness of money in relationships. This
paper draws on the author's research on money and banking in Australia and
India to describe the ways in which middle-income urban families in Australia
and India use bank accounts in personal relationships. The paper points to ways
that bank account holders can retain control by setting the limits to which
information and money in the account can be shared with a designated person for
a set time limit. It is submitted that having this partial shared account,
together with existing personal accounts, will fit social practice, and help
reflect the changing balance of separateness and jointness of money across a
person's life stage. Keywords: joint accounts; India; Australia: separateness; jointness | |||
| Mobile Remittances: Design for Financial Inclusion | | BIBAK | Full-Text | 515-524 | |
| Supriya Singh | |||
| This paper investigates the design requirements for international mobile
remittances in the context of users' money management and control in the
household and the family. Through scenarios that draw on remittance literature,
the paper suggests five design principles for mobile remittances that could be
a US$ 41 billion market while empowering women, varying patterns of money
management and control in transnational families and aiding financial
inclusion. Keywords: mobile remittances; money management; money control; empowering women;
privacy; financial inclusion | |||