The ''computers are social actors'' paradigm asserts that human-to-computer interactions are fundamentally social responses. Earlier research has shown that effective management of the social presence in user interface design can improve user engagement and motivation. Much of this research has focused on adult subjects. This study discusses the effects of social presence management in child e-learning environment development by specifically examining the role of interactivity in a computer-mediated learning environment in relation to the development of children's attitudes toward computers as well as their intrinsic motivation. A quasi-experimental methodology was adopted for this study. It was found that interactivity had a significant effect on the computer's social presence, its social attraction to children and children's involvement, and intrinsic motivation. The findings suggest that enhancing the interactivity of an e-learning environment can stimulate the presence of social actors, which in turn can enrich a children's learning experience and increase their motivation.
This study investigated how design features on e-commerce product pages can influence their persuasiveness. A framework incorporating the persuasive functions of logos, pathos, and ethos in classical rhetoric was utilized and the factors of persuasive mean, product type, and product price were examined. The results revealed that the persuasiveness of a product page can be enhanced by applying persuasive means to the design of the product page; the effects of persuasive mean on the persuasiveness of a product page are moderated by product type rather than product price. In addition, combining multiple persuasive means lead to greater persuasiveness than using any of them individually. On the whole, the persuasive power derived from the persuasive means that appeal to users' emotions and the credibility of the product pages is greater than that derived from the persuasive mean that appeals to logic.
Abstract-Events offer valuable economic, social, cultural and educational benefits, and potential growth in tourism for many international destinations. As society gains a greater understanding about these impacts, events are being challenged to become more accountable for their managerial decisions and to produce outcomes which are more sustainable on multiple criteria and have positive environmental impacts. The purpose of this study was to discuss sustainable design in event design. Literature review will be conducted in this study as the research methodology. The aims of this study are (1) to discuss the opportunities of sustainable design in event design; (2) to discuss the limitations of sustainable design in event design. Lastly, findings from this study will provide insights on the opportunities of sustainable design in event design to develop better sustainable events in the future and limitations that have to overcome before a sustainable event been organize. IndexTerms-Sustainable design, Event Design, Opportunities, Limitations. I. INTRODUCTIONThe event industry has experienced extraordinary growth over the past decade in terms of the number, diversity and popularity of events on offer. Events offer valuable economic, social, cultural and educational benefits, and potential growth in tourism for many international destinations. Until very recently however, little attention has been paid to the impacts that events have on the natural and built environment. Events often involve the creation of new infrastructure; they can occur in environmentally-sensitive locations, require transport of attendees, goods and services and other scarce resources in large quantities. As society gains a greater understanding about these impacts, events are being challenged to become more accountable for their managerial decisions and to produce outcomes which are more sustainable on multiple criteria and have positive environmental impacts.So what does it mean to design according to "sustainable" principals? Sustainability since the early 1990s has emerged as a societal "mega-trend" supported by all major sectors of the economy after World Commission for Environment and Development (WCED) prepare a document entitled Our Common Future introduced its definition says in a few words the following: sustainable development that meets of the present without compromising the ability of future generations to meet their own needs [1]. There are many viable sustainable design models that provide guidance in implementing this overarching goal. This paper firstly Manuscript received May 15, 2013; revised July 8, 2013. S'harin Binti Mokhtar and Yi-Shin Deng are with the National Cheng Kung University, Tainan City, 701 Taiwan (e-mail: sharin2901@gmail.com, yishin.deng@gmail.com).considers the current literature on events and sustainability, and secondly, discuss the limitations and opportunities of the Sustainable Design on its application in event design, which ultimately result in both strong academic outcomes and practical skills deve...
User modeling and profiling has been used to evaluate systems and predict user behaviors for a considerable time. Models and profiles are generally constructed based on studies of users’ behavior patterns, cognitive characteristics, or demographic data and provide an efficient way to present users’ preferences and interests. However, such modeling focuses on users’ interactions with a system and cannot support complicated social interaction, which is the emerging focus of serious games, educational hypermedia systems, experience, and service design. On the other hand, personas are used to portray and represent different groups and types of users and help designers propose suitable solutions in iterative design processes. However, clear guidelines and research approaches for developing useful personas for large-scale and complex social networks have not been well established. In this research, we reflect on three different design studies related to social interaction, experience, and cross-platform service design to discuss multiple ways of identifying both direct users and invisible users in design research. In addition, research methods and attributes to portray users are discussed.
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