How Interface Design and Search Strategy Influence Children’s Search Performance and Evaluation

Author(s):  
Hanna Jochmann-Mannak ◽  
Leo Lentz ◽  
Theo Huibers ◽  
Ted Sanders

This chapter presents an experiment with 158 children, aged 10 to 12, in which search performance and attitudes towards an informational Website are investigated. The same Website was designed in 3 different types of interface design varying in playfulness of navigation structure and in playfulness of visual design. The type of interface design did not have an effect on children’s search performance, but it did influence children’s feelings of emotional valence and their evaluation of “goodness.” Children felt most positive about the Website with a classical navigation structure and playful aesthetics. They found the playful image map Website least good. More importantly, children’s search performance was much more effective and efficient when using the search engine than when browsing the menu. Furthermore, this chapter explores the challenge of measuring affective responses towards digital interfaces with children by presenting an elaborate evaluation of different methods.

2016 ◽  
pp. 1332-1379 ◽  
Author(s):  
Hanna Jochmann-Mannak ◽  
Leo Lentz ◽  
Theo Huibers ◽  
Ted Sanders

This chapter presents an experiment with 158 children, aged 10 to 12, in which search performance and attitudes towards an informational Website are investigated. The same Website was designed in 3 different types of interface design varying in playfulness of navigation structure and in playfulness of visual design. The type of interface design did not have an effect on children's search performance, but it did influence children's feelings of emotional valence and their evaluation of “goodness.” Children felt most positive about the Website with a classical navigation structure and playful aesthetics. They found the playful image map Website least good. More importantly, children's search performance was much more effective and efficient when using the search engine than when browsing the menu. Furthermore, this chapter explores the challenge of measuring affective responses towards digital interfaces with children by presenting an elaborate evaluation of different methods.


2001 ◽  
Vol 1 (3) ◽  
pp. 28-31 ◽  
Author(s):  
Valerie Stevenson

Looking back to 1999, there were a number of search engines which performed equally well. I recommended defining the search strategy very carefully, using Boolean logic and field search techniques, and always running the search in more than one search engine. Numerous articles and Web columns comparing the performance of different search engines came to different conclusions on the ‘best’ search engines. Over the last year, however, all the speakers at conferences and seminars I have attended have recommended Google as their preferred tool for locating all kinds of information on the Web. I confess that I have now abandoned most of my carefully worked out search strategies and comparison tests, and use Google for most of my own Web searches.


2002 ◽  
Vol 91 (2) ◽  
pp. 431-435 ◽  
Author(s):  
Jordi Fernández-Castro ◽  
Joaquim T. Limonero ◽  
Tatiana Rovira ◽  
Samanta Albaina

This work analyzed the effects of unrealistic optimism in the interaction between the emotional valence of future events, the perception of control over these events, and the person with whom one compares oneself. It was hypothesized that, if the person of comparison is judged as very competent, a pessimistic bias should be produced. Likelihood of four different types of events (positive and controllable, positive and uncontrollable, negative and controllable, and negative and uncontrollable) were rated by 133 university students (22 men and 111 women) for themselves, for an average student, for their best friend, and for a bright friend. A pessimistic bias was observed on the relative likelihood of the events when the comparison was made between oneself and a competent and bright friend, when events were perceived as controllable, especially positive ones. Not enough is known, however, to provide meaningful interpretation at present; that must await further data and theoretical development.


2018 ◽  
Vol 5 (2) ◽  
pp. 270-277
Author(s):  
Yemima Monica Geasela ◽  
Pranchis - Ranting ◽  
Johanes Fernandes Andry

AbstrakDengan berkembangnya teknologi informasi, meningkat pula cara pembelajaran yang semakin modern salah satunya dengan menggunakan e-learning. E-learning adalah suatu model pembelajaran yang menggunakan website sebagai media dasarnya. Dengan adanya e-learning, pembelajaran dapat dilakukan dimanapun dan kapanpun. E-learning yang baik adalah e-learning yang dapat meningkatkan kemampuan pengguna yang menggunakannya. Desain antarmuka menjadi salah satu elemen paling penting yang dapat mendukung kualitas edukasi di dunia maya. Oleh karena itu, penelitian ini bertujuan mengevaluasi desain antarmuka suatu website berbasis e-learning menggunakan human factors dan pendekatan interpretasi ergonomik, untuk meningkatkan usability dan usefulness sebuah sistem. Metode yang dipakai dalam penelitian ini adalah evaluasi heuristik yang terdiri atas 10 aturan prinsipnya yang terkenal dalam melakukan penilaian atas suatu desain antarmuka. Hasil penelitian menunjukkan secara umum penilaian terhadap desain interface dan ketermudahan penggunaan suatu website yang memiliki basis e-learning ditemukan telah cukup baik, akan tetapi masih terdapat beberapa hal yang perlu ditingkatkan, terutama yang bersesuaian dengan karakteristik dalam ketermudahan penggunaan. Kata Kunci: website, e-learning, heuristic, usability AbstractWith the development of information technology, studying process is one of the affected aspect by technology and becoming a new modern studying method called e-learning. E-Learning is a studying model that use website as it basis. With the help of e-learning, studying process can be done anywhere and anytime. A good E-Learning is one that can increase the overall skill of the user. Visual design becoming one of the support element that can help the education quality in cyberspace. Therefore, this research purposes aims is to design an e-learning website using human factor and ergonomi interpretation approaches, to improve the usefulness for user and the usefulness for system. The method used in this research is a method that consist of ten rule that was famous for designing. The result of general research about user interface design and the content about e-learning with a basis of website was good enough, but there is still some problem that must be fixed especially those relating with user experience. Keywords: website, e-learning, heuristic, usability


Author(s):  
Mary Beth Oliver ◽  
Anne Bartsch

The purpose of this article is to examine the experience of appreciation to media entertainment as a unique audience response that can be differentiated from enjoyment. To those ends, the first section provides a conceptualization of appreciation in which we outline how we are using the term and how it is distinct from questions of emotional valence. The second section discusses the types of entertainment portrayals and depictions that we believe are most likely to elicit feelings of appreciation. Here, we suggest that appreciation is most evident for meaningful portrayals that focus on human virtue and that inspire audiences to contemplate questions concerning life’s purpose. In the final section we consider the affective and cognitive components of appreciation, arguing that mixed-affective responses (rather than bi-polar conceptualizations of affective valence) better capture the experience of appreciation and its accompanying feelings states such as inspiration, awe, and tenderness.


Web Mining ◽  
2011 ◽  
pp. 99-118 ◽  
Author(s):  
Xiannong Meng ◽  
Zhixiang Chen

This chapter reports the project MARS (Multiplicative Adaptive Refinement Search), which applies a new multiplicative adaptive algorithm for user preference retrieval to Web searches. The new algorithm uses a multiplicative query expansion strategy to adaptively improve and reformulate the query vector to learn users’ information preference. The algorithm has provable better performance than the popular Rocchio’s similarity-based relevance feedback algorithm in learning a user preference that is determined by a linear classifier with a small number of non-zero coefficients over the real-valued vector space. A meta-search engine based on the aforementioned algorithm is built, and analysis of its search performance is presented.


2019 ◽  
Vol 29 (Supplement_4) ◽  
Author(s):  
H S Adnan ◽  
P M Venticich ◽  
L Prevo ◽  
F Schneider ◽  
S Kremers

Abstract Background Community engagement (CE) and empowerment are required to support the sustainability and effectiveness of actions to reach Agenda 2030. There is a need to guide CE for health and well-being to take action on important societal challenges such as the growing burden of non-communicable diseases (NCDs) and health inequities. The framework proposed in this study has been designed to assist professionals, practitioners and communities to effectively engage. Methods A narrative review of existing grey literature, policy papers and models related to CE was performed. This guided the development of a systematic search strategy, performed by two researchers, which reviewed CE approaches and key influencing factors. The search strategy captured different terms used for CE. Results A total of 27 studies of different types, from around the world, were identified for inclusion into the review. The study compiled a set of widely-used theories and approaches to CE. Key factors such as governance, trust, accessibility and sociocultural contextualisation were also identified as important for the success of CE initiatives. Subsequently, the Comprehensive Community Engagement Framework (CCEF) was developed. It combines theoretical and empirical principles, proven participatory actions and key factors to produce evidence-based health and well-being outcomes across different sectors and levels of society. Conclusions This study has formed the basis of a forthcoming WHO report on CE. The CCEF enables the operationalisation of CE to guide for possible practical approaches to planning, initiating, sustaining and evaluating CE processes alongside the community. It can be used by the health sector as well as the non-health sectors to address health, well-being and broader societal challenges. Key messages The CCEF can be used to engage health and non-health stakeholders to tailor CE processes, increase impact of interventions and policies, building capacity and empowering communities. The proposed framework provides the first comprehensive guidance to conduct community engagement.


Author(s):  
Karen Corral ◽  
David Schuff ◽  
Robert D. St. Louis ◽  
Ozgur Turetken

Inefficient and ineffective search is widely recognized as a problem for businesses. The shortcomings of keyword searches have been elaborated upon by many authors, and many enhancements to keyword searches have been proposed. To date, however, no one has provided a quantitative model or systematic process for evaluating the savings that accrue from enhanced search procedures. This paper presents a model for estimating the total cost to a company of relying on keyword searches versus a dimensional search approach. The model is based on the Zipf-Mandelbrot law in quantitative linguistics. Our analysis of the model shows that a surprisingly small number of searches are required to justify the cost associated with encoding the metadata necessary to support a dimensional search engine. The results imply that it is cost effective for almost any business organization to implement a dimensional search strategy.


1988 ◽  
Vol 32 (5) ◽  
pp. 259-263
Author(s):  
Michael Good

A major goal of the DECwindows program is to provide a consistent, state-of-the-art user interface for workstation software.1 This interface extends across operating systems and many different types of application programs. Within the DECwindows program we have addressed both the technical and organizational aspects of developing consistent user interfaces across applications. Traditional methods for developing user interface consistency, such as the use of an interface style guide and toolkit, were supplemented with more innovative techniques. An exhibition and catalog of DECwindows application designs helped to develop a DECwindows school of interface design. Electronic conferencing software played an important role in facilitating communication among DECwindows contributors throughout the company. Preliminary user interviews suggest that the DECwindows interface style gives a consistent, usable feel to Digital's workstation applications.


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