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1. Counteracting social engineering attacks

2. Procrastination on social networks: Triggers and countermeasures

3. Explainable recommendation; when design meets trust calibration

4. Visualising Personas as Goal Models to Find Security Tensions

5. Digital Wellbeing for All: Expanding Inclusivity to Embrace Diversity in Socio-Emotional Status

6. How to Engineer Gamification

7. Perceptions and misperceptions of smartphone use: Applying the social norms approach

8. Towards Ethical Requirements for Addictive Technology: The Case of Online Gambling

9. Combating Fear of Missing Out (FoMO) on Social Media: The FoMO-R Method

10. On the need for cultural sensitivity in digital wellbeing tools and messages: A UK-China comparison

11. Engineering Digital Motivation in Businesses: A Modelling and Analysis Framework

12. Predictors of Acceptance and Rejection of Online Peer Support Groups as a Digital Wellbeing Tool

13. Personalising Explainable Recommendations: Literature and Conceptualisation

14. Defining Digital Addiction: Key Features from the Literature

15. Explainable Recommendations in Intelligent Systems: Delivery Methods, Modalities and Risks

16. Enabling Responsible Online Gambling by Real-time Persuasive Technologies

17. Online Social Transparency in Enterprise Information Systems: Risks and Risk Factors

18. How Can Social Networks Design Trigger Fear of Missing Out?

19. Social Transparency in Enterprise Information Systems: Peculiarities and Assessment Factors

20. When People are Problematically Attached to Social Media: How Would the Design Matter?

21. Procrastination on Social Networks: Types and Triggers

22. Online Peer Support Groups to Combat Digital Addiction: User Acceptance and Rejection Factors

23. COPE.er Method: Combating Digital Addiction via Online Peer Support Groups

24. Gender Differences in Attitudes towards Prevention and Intervention Messages for Digital Addiction

25. Gamification Risks to Enterprise Teamwork: Taxonomy, Management Strategies and Modalities of Application

26. Contextualising the National Cyber Security Capacity in an Unstable Environment: A Spring Land Case Study

27. Crowd Intelligence in Requirements Engineering: Current Status and Future Directions

28. Digital Addiction: Negative Life Experiences and Potential for Technology-Assisted Solutions

29. Goal Setting for Persuasive Information Systems: Five Reference Checklists

30. Conceptualising Gamification Risks to Teamwork within Enterprise

31. Digital Motivation, Digital Addiction and Responsibility Requirements

32. Designing Social Networks to Combat Fear of Missing Out

33. Empowering responsible online gambling by real-time persuasive information systems

34. A Persona-Based Modelling for Contextual Requirements

35. Wisdom of the Crowd within enterprises: Practices and challenges

36. Crowdsourcing: A taxonomy and systematic mapping study

37. On the Configuration of Crowdsourcing Projects

38. CRAFT: A Crowd-Annotated Feedback Technique

39. Strategies and Design Principles to Minimize Negative Side-Effects of Digital Motivation on Teamwork

40. Social computing for software engineering: A mapping study

41. GODA: A goal-oriented requirements engineering framework for runtime dependability analysis

42. Engaging the Crowd of Stakeholders in Requirements Engineering via Gamification

43. Engineering Software-based Motivation: a Persona-based Approach

44. Crowdsourcing transparency requirements through structured feedback and social adaptation

45. Foundations for Transparency Requirements Engineering

46. Exploring the Requirements and Design of Persuasive Intervention Technology to Combat Digital Addiction

47. Persuasive and Culture-Aware Feedback Acquisition

48. Modelling Users Feedback in Crowd-Based Requirements Engineering: An Empirical Study

49. Towards engineering transparency as a requirement in socio-technical systems

50. Recommendations on adapting crowdsourcing to problem types

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