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462 results

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1. Freehand drawing activity: a comparison between tablet-finger vs paper&crayon throughout time.

4. End-user development in industrial contexts: the paper mill case study

5. End-user development in industrial contexts: the paper mill case study.

6. Associations among workload dimensions, performance, and situational characteristics: a meta-analytic review of the Task Load Index.

7. From children's ideas to prototypes for the internet of things: a case study of cross-generational end-user design.

8. Self-tracking behaviour in physical activity: a systematic review of drivers and outcomes of fitness tracking.

9. Agent-based social skills training systems: the ARTES architecture, interaction characteristics, learning theories and future outlooks.

10. Integrating educational robot and low-cost self-made toys to enhance STEM learning performance for primary school students.

11. Effective interventions and features for coronary heart disease: a meta-analysis.

12. UGC’s self-deprecation humor and sustainable brand support attitude on social media: expansion of the perspective of affective events theory.

13. Personalisation and Recommendation for Mental Health Apps: A Scoping Review.

14. Designing human-centered learning analytics and artificial intelligence in education solutions: a systematic literature review.

15. An interpretable metric of visual aesthetics for GUI design.

16. Commercial video games as a resource for mental health: A systematic literature review.

17. How using various platforms shapes awareness of algorithms.

18. The role of excessive social media content generation, attention seeking, and individual differences on the fear of missing out: a multiple mediation model.

19. Minor and serious cyberloafing in the workplace: antecedents and effects on job satisfaction.

20. Trial of a desktop virtual reality application as a method of exposure for test anxiety: a qualitative study.

21. Machine learning techniques for emotion detection and sentiment analysis: current state, challenges, and future directions.

22. Development of usable applications featuring QR codes for enhancing interaction and acceptance: a case study.

23. Location-based challenges for playful neighbourhood exploration.

24. Choosing between remote and face-to-face features in a test setting: methodology used in two usability and user experience case studies.

25. Factors influencing viewing behaviour on search engine results pages: a review of eye-tracking research.

26. A systematic review of immersive virtual reality for industrial skills training.

27. Evaluating an information system to provide creative guidance about health-and-safety in manufacturing.

28. Interaction design in distributed software development: a systematic mapping study.

29. A taxonomy of prompt modifiers for text-to-image generation.

30. Navigating the social media overload via control abilities: coping strategies and practices.

31. Visual design of dialogue flows for conversational interfaces.

32. Understanding and mitigating risks in social commerce: an empirical study from the perspective of signalling theory.

33. Tangible interventions for office work well-being: approaches, classification, and design considerations.

34. A scoping review of BCIs for learning regulation in mainstream educational contexts.

35. Intent mining framework for understanding online conversations on vaping to inform social media-based intervention design.

36. Validation of vamping scale in Argentina: the role of procrastination and mobile phone use.

37. Breaking social isolation for older people living alone with technology.

38. Illuminating muscle memory's sinister side: a social media case study.

39. Learning in the wild – exploring interactive notifications to foster organic retention of everyday media content.

40. She has got a gig: affordances of on-demand work apps for marginalised women enduring time scarcity.

41. Global virtual teams coordination mechanisms: building theory from research in software development.

42. The motivations of leaders to lead Facebook online groups: a case study of parenting groups.

43. A qualitative study on the needs of visually impaired users in Brazil for smart home interactive technologies.

44. How do users' feedback influence creators' contributions: an empirical study of an online music community.

45. Antecedents of blatant benevolence on social media.

46. Will teachers continue to teach online post-COVID-19?

47. Auditory and haptic feedback to train basic mathematical skills of children with visual impairments.

48. The impact of excessive social media use at work: a usage experience–stressor–strain perspective.

49. A virtual ethnography study of Indonesian migrant domestic workers' empowerment in online communities.

50. Trade-offs in the design of multimodal interaction for older adults.