scholarly journals A Mobile User Interface for Business Knowledge Management (BKM)

Author(s):  
Danco Davcev ◽  
Marjan Arsic ◽  
Dalibor Ilievski
Author(s):  
Ruihua Ji ◽  
Junyu Pei ◽  
Wenhua Yang ◽  
Juan Zhai ◽  
Minxue Pan ◽  
...  
Keyword(s):  

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Qianwen Yang ◽  
Xiang Gong

PurposeThe engagement–addiction dilemma has been commonly observed in the information technology (IT) industry. However, this issue has received limited research attention in the information system (IS) discipline. Drawing on the stimulus–organism–response (SOR) framework, this study explores the engagement–addiction dilemma in the use of mobile games and highlights the impacts of game design features, namely, mobile user interface and mobile game affordance.Design/methodology/approachThe research model was empirically validated using a longitudinal survey data from 410 mobile game users in China.FindingsThe empirical results offer several key findings. First, mobile user interface and mobile game affordance positively affect telepresence and social presence, which lead to meaningful engagement and mobile game addiction. Second, a high-quality of mobile user interface positively moderates the effects of mobile game affordance on telepresence and social presence.Originality/valueThis study contributes to the literature by theorizing and empirically testing the impacts of game design features on the engagement-addiction dilemma.


Author(s):  
Yanti Mayasari Ginting ◽  
Elfindri Elfindri ◽  
Hafiz Rahman ◽  
Dodi Devianto

The purpose of this study is to analyze the effect of business Knowledge Management System (KMS) of creative industry in the visual communication design sub-sector to attain sustainable competitive advantage. This research is a quantitative research using survey method with a questionnaire as the instrument. The population in this study consists of business owners, business managers, and creative workers in the business of visual communication design sub-sector located in Riau, Indonesia. The sample size is 202 and the sampling method used is purposive sampling, there are 34 questions in the questionnaire and analyzed by using SEM AMOS. This study found that KMS of the business effect sustainable competitive advent age. Both basic competing strategies and strategic competitiveness can be used as dimensions of sustainable competitive advantage. This study is conducted in Visual Communication Design so that it needs to be extended to other sub-sectors to further validate the model.


2019 ◽  
Author(s):  
Leonardo Nozaki ◽  
Luciana Zaina

O uso de Padrões de Design da Interface do Usuário (User Interface Design Patterns) (UIDP) é visto como uma boa prática para o desenvolvimento de softwares interativos. No entanto, ao aplicar esses padrões, o designer da interface pode introduzir problemas de acessibilidade no software. O objetivo deste trabalho é apresentar o processo de avaliação de um conjunto de recomendações, para uso de UIDP no desenvolvimento de aplicações para dispositivos móveis que evitem a inserção de problemas de acessibilidade.


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