Semi-Open Trace Based Simulation for Reliable Evaluation of Job Throughput and User Productivity

Author(s):  
Netanel Zakay ◽  
Dror G. Feitelson
Keyword(s):  
Author(s):  
David Wierschem ◽  
Tom Brodnax

With each new improvement, the power, speed and capabilities of the computer have increased, as has the demand for computing power. Some managers have questioned the necessity of continuously upgrading computing technology when its efficient use is dictated more by the speed of the user than by the speed of the processor. These observations have led to the questioning of the value that continued processor speed upgrades add to end user productivity. This chapter identifies the impact that upgrades in processing speeds of personal computers have on end user productivity. A controlled lab experiment was conducted to measure the impact that processor speed had on student output. Based on the results of the experiment, it was observed that end user productivity (as measured by an increase in the amount of work completed) improved.


1993 ◽  
Vol 10 (4) ◽  
pp. 30-36
Author(s):  
Lori Heron
Keyword(s):  

10.28945/2489 ◽  
2002 ◽  
Author(s):  
Chittibabu Govindarajulu

End-user computing (EUC) has led to increased end-user productivity and satisfaction. In order to reduce the risks inherent to EUC, organizations should better manage EUC. As a first step different groups of end-users must be identified. Existing classification schemes have weaknesses and fail to capture the different roles contemporary end users play. Cotterman and Kumar (1989) proposed a user cube based on the three main dimensions of EUC -development, operation, and control. Even though this is rational approach to end user classification, it has been largely ignored by researchers. This may be due to the lack of an instrument to implement the cube. Hence, in this paper, a 10-item instrument is presented and data collected from 292 end users show that the instrument has strong construct validity. Practitioners can find this instrument very useful in determining the characteristics of EUC in their firms which in turn would be beneficial to devise strategies for EUC management.


Author(s):  
Dennis Harris ◽  
Trevor McIntyre ◽  
Keith Jones

Near-field gesture (NFG) is an input method that involves in-air gesticulation. Increasingly, system designers must decide whether to employ it or a more traditional method such as touch-or mouse-based input. Existing comparisons of NFG-, touch-, and mouse-based input had several noteworthy limitations. The present experiment compared NFG-, touch-, and mouse-based input in such a way as to avoid the limitations that were present in existing comparisons. The results indicated that NFG-based input led to a) worse user productivity, b) lower general comfort, c) lower preference ratings, and d) lower usability ratings than touch-and mouse-based input. These results suggest that designers must carefully weigh whether the benefits associated with NFG-based input, e.g., interacting with the system without physical contact, outweigh its costs. Further, they suggest future research such as investigating ways to reduce the fatigue associated with NFG-based input.


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