Social commerce is a new perspective change in modern electronic business procedures bringing together individuals on social media sites and opens up another electronic social marketing channel to establish business. In developing countries like Pakistan, e-business can help organizations using social commerce and social marketing intelligently on particular social network sites to grasp their business clients while they are interacting with their online community on the social media sites. This study investigated consumers’ behavior towards adoption of social commerce and introduced a revised and extended social commerce technology model. The investigation proved the proposed model is valid by confirming loading factor, Kaiser-Mayer-Olkin (KMO), reliability analysis, and structural equation modeling approach for hypotheses tests. The study found Perceived Ease of Use (PEU), Perceived Usefulness (PU), Social Media Influence (SMI), and Risk (RI) have significant impact on social commerce adoption in e-business of Pakistan. More, Trust (TR) and Web experience (WXP) were insignificant that revealed the preventive behavior towards adoption of social commerce in e-business of Pakistan.
Abstract. Norman claims that designers are bereft of statistical knowledge to perform effectively [10], stating that designers must understand technology, business and psychology to support design decisions. For designers to acquire the necessary statistical skills, design curricula should incorporate statistical courses teaching systematic data collection and data analysis. This paper presents the development and formative usability tests of the prototypes of a software tool called DACADE intended to support design students collecting and analyzing data systematically early in the design phase. It uses a 2D map and a Napping® technique to support effective and efficient communication between designers and target audiences in the design decision process by providing visual data and descriptive statistics without needing statistical knowledge.
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The growing number on the use of mobile apps has extraordinary potential for the public transport industry. Through the use of mobile apps, may provide fast, effective and safe services to the passengers to commute to different destinations. However, the particularities of mobile applications need particular attention concerning the usability aspects, such as culture. Taxi-Inter-Wilaya is a shared-taxi service between cities in Algeria. This taxi service is estimated as one of the most beneficial ways for the Algerians to travel. However, the booking for passengers travelling to long distances of 600 KM and more, can only be made via phone calls. Consequently, passengers face various challenges in the booking process. Drivers receive calls for bookings while driving, which puts them in an illegal situation and unsafe. To this purpose, the researcher uses the design thinking approach to propose a transport mobile application that can assist and support both taxi drivers and passengers to travel between cities suitable to the Algerian culture. The data collection method comprises a series of Interviews with both users (passengers and taxi drivers) as well as designing the several iterations of low and high-fidelity prototypes of the mobile application that is named as DJAMAAI. The prototypes were then evaluated via a series of usability testing for both groups of users. Results shows that users favour visual representations that are associated to their culture more than textual; they prefer, buttons such as icons and symbols, as well as more straightforward and minimalist user interface design. Also, symbols and hints help learnability of using the tool.
Various digital games have been developed that focus on providing a sense of enjoyment and excitement for their players in order to be a modern tool for releasing stress or simply for pleasure. In recent years, digital games were also used for teaching and learning. For example, in History subject, games were used for retelling historical stories; at the same time, to preserve the history for the next generation to learn, understand and appreciate. Similarly, Digital games with Islamic values have also been developed to teach Islamic values or knowledge among players, in other words to persuade players to learn or improve their knowledge on Islam. Many designers assumed that games could be used as a persuasive tool to influence players, to learn and understand Islam as a way of life. However, no prior research has been done on the perception of players before and after playing Islamic digital games. To this end, this paper investigates and reports if Islamic Digital Games could persuade gamers to understanding Islam by exploring the use of these games among gamers. A total of 20 school children voluntarily participated in the experiment and the findings are reported in this paper. The study found positive effects on the users' perception toward playing digital games embedded with Islamic values.
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