A collaborative task-oriented scheduling driven routing approach for industrial IoT based on mobile devices

2018 ◽  
Vol 81 ◽  
pp. 86-99 ◽  
Author(s):  
Ying Duan ◽  
Yun Luo ◽  
Wenfeng Li ◽  
Pasquale Pace ◽  
Gianluca Aloi ◽  
...  
Author(s):  
Franck Amadieu ◽  
Charly Pecoste ◽  
Claudette Mariné ◽  
Cécile van de Leemput ◽  
Colin Lescarret

This chapter addresses the issue of tablets acceptance for studying. An experiment was carried out to test the effects of specific studying tasks experienced by students with no previous experiences with tablets on the perceived usability and usefulness of tablets. Students had to perform a high-compatible task (i.e. navigation/reading task) and a low-compatible task (i.e. writing task) for tablets. Subjective measures of usability, usefulness and use intention were designed to be more specific to the type of task than the classical measures used in the Technology Acceptance Model approach (Davis, 1989). Participants rated their answers before and after performing the tasks with a tablet. The results showed that the perceived usability and usefulness of tablets increased after the high-compatible task while their decreased with the low-compatible task. The findings stressed the need to consider the real user experience and to use more task-oriented measures to investigate the acceptance of mobile devices for studying.


2020 ◽  
pp. 697-720
Author(s):  
Franck Amadieu ◽  
Charly Pecoste ◽  
Claudette Mariné ◽  
Cécile van de Leemput ◽  
Colin Lescarret

This chapter addresses the issue of tablets acceptance for studying. An experiment was carried out to test the effects of specific studying tasks experienced by students with no previous experiences with tablets on the perceived usability and usefulness of tablets. Students had to perform a high-compatible task (i.e. navigation/reading task) and a low-compatible task (i.e. writing task) for tablets. Subjective measures of usability, usefulness and use intention were designed to be more specific to the type of task than the classical measures used in the Technology Acceptance Model approach (Davis, 1989). Participants rated their answers before and after performing the tasks with a tablet. The results showed that the perceived usability and usefulness of tablets increased after the high-compatible task while their decreased with the low-compatible task. The findings stressed the need to consider the real user experience and to use more task-oriented measures to investigate the acceptance of mobile devices for studying.


Author(s):  
Jordanna Kwok ◽  
Catherine M. Burns

Healthcare applications for small-screen mobile devices are becoming increasingly common for medical professionals and patients. Even so, usability issues including navigation and screen clutter remain a challenge. Ecological Interface Design (EID) was used to design a patient-oriented diabetes management display for Java-enabled mobile devices, making it one of the first mobile EID (mEID) applications. This paper presents a usability evaluation of the diabetes management application, which compares the mEID display to a modified taskbased display (mEID+Task). The mEID+Task display integrates functional task characteristics such as frequency and necessity; menu structure, item ordering, item labelling, and input scheme were varied. Results showed that normalised trial completion times were moderately faster in the mEID+Task display than in the mEID display, while no differences were observed in trial completion accuracy. Furthermore, the mEID+Task display received higher preference ratings than the mEID display alone. The findings suggest that the usability of mEID displays can be improved by incorporating a task-oriented approach.


Author(s):  
Matthew J. Haught ◽  
Ran Wei ◽  
Jack V. Karlis

This paper explores the reasons millions of people use stand-alone, task-oriented software programs designed for use on mobile devices, commonly known as “apps.” This study uses a survey with a probability sample of 576 app users. Consistent with the uses and gratifications approach, respondents were asked about their attitudes, interests, and opinions regarding apps. Theses measures were reduced to five factors. Then, regression analyses considered the factors as well as app use statistics and demographics to predict app use. The motivations of entertainment, convenience, and instrumentality are consistent with previously studied gratifications of the Internet and the mobile phone. However, the constant availability gratification for apps is unique because they provide quick access to information anytime and anywhere. Regression analysis showed these motivations predicted patterns of app use.


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