Resumo: O impacto da falta de qualidade dos sítios Web de organismos públicos pode ser oneroso. Num mercado onde não há concorrência e que muitas vezes obriga os cidadãos a usar este canal para interagir com serviços públicos, cabe ao Estado assegurar que os seus sítios Web têm qualidade e são acessíveis. Este artigo evidencia as principais conclusões de um estudo de qualidade realizado a 130 sítios Web de organismos da Administração Pública Portuguesa. Para este efeito, foi usado um novo modelo de avaliação desenvolvido com base na literatura de referência e na legislação em vigor. Foram analisados 33 indicadores, distribuídos por quatro critérios: conteúdos, acessibilidade, usabilidade e eficiência. Os critérios de usabilidade e eficiência foram usados pela primeira vez num estudo deste género. Face à análise feita, foram detetadas lacunas, erros críticos e faltas de conformidade, pelo que são apresentadas sugestões de melhoria e mecanismos para assegurar o cumprimento dos requisitos de qualidade. Palavras-chave:Qualidade; Usabilidade; Acessibilidade; Administração Pública Eletrónica; Auditoria Quality of the Portuguese Public Administration websitesAbstract: The impact of the lack of quality of websites from government agencies may be huge. In a market without competition and where citizens are often required to use Web channel to interact with public services, the government must ensure the quality and accessibility of its sites. This article highlights the key findings of a quality study of 130 websites of Portuguese government agencies. For this purpose, a new evaluation model was used, which was developed based on the literature and law. We've evaluated 33 indicators, distributed by four criteria: content, accessibility, usability and efficiency. This is the first study of its kind using usability and efficiency as criteria of quality. We found many gaps, critical errors and non compliances. Proposals are made to implement improvements and mechanisms to ensure compliance with these quality requirements.
Nowadays, people are more predisposed to being self-taught due to the availability of online information. With digitalization, information appears not only in its conventional state, as blogs, articles, newspapers, or e-books, but also in more interactive and enticing ways. Video games have become a transmission vehicle for information and knowledge, but they require specific treatment in respect of their presentation and the way in which users interact with them. This treatment includes usability guidelines and heuristics that provide video game properties that are favorable to a better user experience, conducive to captivating the user and to assimilating the content. In this research, usability guidelines and heuristics, complemented with recommendations from educational video game studies, were gathered and analyzed for application to a video game for English language learning called EnLang4All, which was also developed in the scope of this project and evaluated in terms of its reception by users.
The evolution of diffusion and adoption theories models took place during the last half of 20th century. Despite the longevity they are still used today, and the use was increasing in the last years, reflecting its importance as valid tools to understand the complexity of technology adoption phenomenon. During the last twenty years, one of the areas in the field of information technologies that re-emerged with a most advanced development, was artificial intelligence. This study aims to identify what is the state-of-the-art on adoption theories of information technologies at individual level, and what challenges comes from artificial intelligence that could stress the conventional adoption theories. Finally, a new work is described as a proposal to overcome these challenges.
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