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1. Improving PDF readability of scientific papers on computer screens

2. Visible planning on paper and on screen: The impact of working medium on decision-making by novice graphic designers

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

5. Preface.

6. Smartphones or laptops in the collaborative classroom? A study of video-based learning in higher education.

7. Using virtual reality for industrial design learning: a methodological proposal.

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

9. Collaborative systems engineering and social-networking approach to design and modelling of smarter products.

10. Representation still matters: cognitive engineering and user interface design.

11. Understanding community health workers’ intentions to participate in mHealth studies within developing countries

12. What is the role of IT in innovation? A bibliometric analysis of research development in IT innovation

13. Evaluation of quality and personalisation of VR/AR/MR learning systems

14. Editorial.

15. Understanding flow experience from users’ requirements

16. Exploring e-mentoring: co-designing & un-platforming.

17. Case study: integrating usability activities in a software development process

18. Comparative usability evaluation (CUE-4)

19. User acceptance of context-aware services: self-efficacy, user innovativeness and perceived sensitivity on contextual pressure

20. A course model implemented in a teacher's learning community context: issues of course assessment

21. End-user adoption of animated interface agentsin everyday work applications

22. Promoting collaborative skills in online university: comparing effects of games, mixed reality, social media, and other tools for ICT-supported pedagogical practices.

23. The sound of silence: The case of virtual team organising

24. Decision support in fighter aircraft: from expert systems to cognitive modelling

25. Human factors in the design of a personalizable EPG: Preference-indication strategies, habit watching and trust

26. Critical design factors for successful e-commerce systems

27. User-centred design does make a difference. The case of decision support systems in crop production

28. Relaxing the homogeneity assumption in usability testing

29. 20 years in the life of a long-term empirical personal electronic filing study

30. Heart period variability as mental effort monitor in Human Computer Interaction

31. The artful use of groupware: An ethnographic study of how Lotus Notes is used in practice

32. Real-time collaboration in design engineering: An expensive fantasy or affordable reality?

33. Leveraging information technology to achieve the IT2000 vision: The case study of an intelligent island

34. Teaching human- computer interaction in context: An illustrative lesson on windows

35. User involvement in the systems design process-a practical guide for users

36. The Cockpit Metaphor

37. Appropriateness of communications media use in organizations: situation requirements and media characteristics

38. Designing a usability lab: a case study from Taligent

39. Human and organizational issues in information systems development

40. Adoption of the Internet for knowledge acquisition in R&D processes.

41. A problem-solving approach to management of instructional systems design.

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

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

44. A modelling method for the development of groupware applications as socio-technical systems.

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

46. Converging coolness and investigating its relation to user experience

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

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

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

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