The Impact of Dimensionality and Color Coding of Information Visualizations on Knowledge Acquisition

Author(s):  
Tanja Keller ◽  
Matthias Grimm
2006 ◽  
Vol 22 (1) ◽  
pp. 43-65 ◽  
Author(s):  
Tanja Keller ◽  
Peter Gerjets ◽  
Katharina Scheiter ◽  
Bärbel Garsoffky

2008 ◽  
Vol 22 (2) ◽  
pp. 77-101 ◽  
Author(s):  
Holli McCall ◽  
Vicky Arnold ◽  
Steve G. Sutton

ABSTRACT: In an era where knowledge is increasingly seen as an organization's most valuable asset, many firms have implemented knowledge-management systems (KMS) in an effort to capture, store, and disseminate knowledge across the firm. Concerns have been raised, however, about the potential dependency of users on KMS and the related potential for decreases in knowledge acquisition and expertise development (Cole 1998; Alavi and Leidner 2001b; O'Leary 2002a). The purpose of this study, which is exploratory in nature, is to investigate whether using KMS embedded with explicit knowledge impacts novice decision makers' judgment performance and knowledge acquisition differently than using traditional reference materials (e.g., manuals, textbooks) to research and solve a problem. An experimental methodology is used to study the relative performance and explicit knowledge acquisition of 188 participants partitioned into two groups using either a KMS or traditional reference materials in problem solving. The study finds that KMS users outperform users of traditional reference materials when they have access to their respective systems/materials, but the users of traditional reference materials outperform KMS users when respective systems/materials are removed. While all users improve interpretive problem solving and encoding of definitions and rules, there are significant differences in knowledge acquisition between the two groups.


2011 ◽  
Vol 11 (6) ◽  
pp. 380-383 ◽  
Author(s):  
Tracy Levett-Jones ◽  
Samuel Lapkin ◽  
Kerry Hoffman ◽  
Carol Arthur ◽  
Jan Roche

Author(s):  
Ilias Vlachos ◽  
Evangelia Siachou

Purpose The purpose of this paper is to identify workplace factors with an impact on lean performance (LP). This can lead to better LP outcomes, thus facilitating organizations to smoothly move from the conventional to lean management. Design/methodology/approach The direct effects of training, knowledge acquisition and organizational culture are empirically investigated using data from 126 managers employed at a global company, which recently has improved its LP. Study’s hypotheses were analyzed with hierarchical regression models. Findings The findings suggest that not all of the aforementioned workplace factors holistically affect LP. Only organizational culture is associated to the four LP variables (i.e. continuous improvement, waste, ergonomy and product quality). Training and knowledge acquisition offer partially effects on LP with training to contribute mostly to predicting continuous improvements. Knowledge acquisition alone, has significant yet negative impact on both continuous improvement and ergonomy. Even more, when training is combined with knowledge acquisition the results are different. Originality/value As this study highlights the impact of workplace practices on LP, attributes mainly importance to the distinct effects that each of the aforementioned factors has on the four distinct LP variables. Although the study results reflect a particular case, its recommendations could facilitate practitioners to achieve better lean outcomes.


Although there is a growing literature on knowledge management, limited attention has been paid to the factors that influence the process of knowledge acquisition. Therefore, the purpose of this chapter is to bring forward the main elements that may stimulate or inhibit knowledge acquisition at both the individual and organizational level. Knowledge acquisition is mainly affected by a company's absorptive capacity, organizational context and structure, and inter-firm alliances. These may increase the firm's awareness of the external challenges and stimulate inter-organizational interactions. The impact of each of these factors is highly visible in the context of international joint ventures. Still, in this case, another factor interferes, namely cultural specificity.


1992 ◽  
Vol 20 (4) ◽  
pp. 311-320 ◽  
Author(s):  
Francis M. Dwyer ◽  
David M. Moore

To assess the impact of instructional color coding on visually and verbally oriented tests and on field-dependent-independent subjects, undergraduate college students (119) were randomly assigned to two treatment groups (color—black and white). These subjects received their respective treatment and received four dependent measures measuring four different types of educational objectives. Results indicated that the subject's level of field dependence is an important instructional variable and that color coding is an effective variable for maximizing information acquisition levels for field dependent over oriented subjects.


Author(s):  
Elizabeth M. Mersch ◽  
Kyle J. Behymer ◽  
Gloria L. Calhoun ◽  
Heath A. Ruff ◽  
Jared S. Dewey

Video game interfaces featuring multiple distinct icons that enable a player to quickly select specific actions from a larger set of possible actions have the potential to inform the development of interfaces that enable a single operator to control multiple unmanned vehicles (UVs). The goal of this research was to examine the design of a video game inspired interface for delegating actions (called “plays”) to highly autonomous UVs. Specifically, the impact of color coding (by Play Type, by Vehicle Type, and No Color) and icon row assignment (by Play Type, by Vehicle Type, and Random) for a delegation play calling interface was evaluated in terms of participants’ performance in identifying and manually selecting a commanded play icon in an interface depicting a large set of UV plays. Both the objective performance data and subjective ratings indicated that icon row assignment impacted icon selection, whereas color coding did not. Mean icon selection time and subjective ratings were more favorable when the icons were assigned to rows in the Play Calling interface by vehicle type. Suggestions are made for follow-on research.


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