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101. Exploring the determinants of IS developers’ behavioural intention to learn business skills.

102. Adoption of free and open source software within high-velocity firms.

103. Accessibility levels of Portuguese enterprise websites: equal opportunities for all?

104. An experimental investigation into the effects of information revelation in multi-attribute reverse auctions.

105. Adoption of information and communication technologies and dominant management orientation in organisations.

106. The dilemma of renqing in ISD processes: interpretations from the perspectives of face, renqing and guanxi of Chinese cultural society.

107. Lowering the line of visibility: incidental users in service encounters.

108. Object-oriented modelling with unified modelling language 2.0 for simple software application based on agile methodology.

109. Assessing the determinants of flow experience in the adoption of learning management systems: the moderating role of perceived institutional support

110. Old risks, new challenges: exploring differences in security between home computer and mobile device use

111. Structural equation model (SEM)-neural network (NN) model for predicting quality determinants of e-learning management systems

112. An empirical study on the integrative pre-implementation model of technology acceptance in a mandatory environment

113. Automatic personality identification using writing behaviours: an exploratory study

114. Trading off usability and security in user interface design through mental models

115. Information technology and knowledge-based business development.

116. Converging coolness and investigating its relation to user experience

117. User bias in online trust systems: aligning the system designers’ intentions with the users’ expectations

118. Texting and walking: a controlled field study of crossing behaviours and inattentional blindness in Taiwan

119. Do security and privacy policies in B2B and B2C e-commerce differ? A comparative study using content analysis

120. Exploring the predictors and the role of trust and concern in the context of data disclosure to governmental institutions

121. Interactivity, engagement, and technology dependence: understanding users’ technology utilisation behaviour

122. How to reduce the UX bottleneck – train your software developers

123. Adapting technology: effect of high-involvement HRM and organisational trust

124. How does justice matter in online retailers’ reputation and purchase intentions: an empirical study of China

125. Virtual reality systems enhance students’ achievements in engineering education

126. ‘I want to know where my child is at all times’ – field study of a location-aware safety service for schoolchildren

127. Website design: place for luxury brands in cyberspace?

128. ICT-driven financial inclusion initiatives for urban poor in a developing economy: implications for public policy

129. Automating and informating: roles to examine technology’s impact on performance

130. Controlling information behaviour: the case for access control

131. Crowdsourcing good landmarks for in-vehicle navigation systems

132. Usability and accessibility of portable document format

133. Investigating the effects of experience on human performance in an object-tracking task: a case study of manual rendezvous and docking

134. Ergonomics in information technology in Europe—a review

135. The customizable keyboard

136. The integration of ergonomics into design—A review

137. Methodological issues in the study of human factors in teleinformatic systems

138. Designing interactive systems for the office of the future

139. Situation analysis of design tasks for CAD systems

140. Enhancing NOTEPAD teleconferencing for the BLEND electronic journal

141. Beyond user friendly—towards the assimilation of multifunctional-workstation capabilities

142. International studies of human factors in teleinformatics

143. The effects of two- or three-dimensional graphics on the problem-solving performance of experienced and novice decision makers

144. The process of introducing information technology

145. Human factors in and requirements of the OSI environment

146. Text-to-speech conversion in telecommunications

147. Methods of planning the electronic workplace

148. Elderly user experience to improve a Kinect-based game playability

149. Aesthetics on the web: effects on approach and avoidance behaviour

150. Evoking online consumer impulse buying through virtual layout schemes