The document reviews the development, extension, and application of the Technology Acceptance Model (TAM) over several decades of research, identifies areas where results were mixed such as the strength of different determinants, and discusses implications for information systems educators and potential areas of future research around TAM.
User satisfaction and technology acceptancePico Ya
The document summarizes key concepts related to user satisfaction and technology acceptance. It discusses the Technology Acceptance Model (TAM), which identifies perceived usefulness and perceived ease-of-use as factors influencing whether users will accept and use new technologies. It also defines technology diffusion as the spread of technology throughout an organization, and technology infusion as the extent to which technology is embedded within departments.
This document outlines a study that aims to develop a unified model of user acceptance of information technology. It begins with an abstract that reviews eight prominent existing models of user acceptance and discusses empirically comparing and combining their constructs. The study then describes empirically validating an integrated unified theory of acceptance and use of technology (UTAUT) model. It reviews the existing models and prior comparisons between models. The study then describes its empirical comparison of the eight models using data collected from various organizations, technologies, and time periods. The goal is to develop a unified model that integrates elements of the existing theories to better explain user acceptance.
This document discusses guidelines for designing usable user interfaces. It begins by defining usability and its importance in human-computer interaction. It then discusses several key usability guidelines for interface design, including Shneiderman's eight golden rules, Nielsen's ten usability heuristics, and Gestalt principles of visual perception. The document emphasizes that following design rules and principles can help designers create interfaces that improve usability, user satisfaction and performance.
Inuse Project Presentation - 20 April 2012inuseproject
The document summarizes research projects conducted by the INUSE group at Aalto University on user involvement in innovation and socio-technical change. It lists several case studies and projects examining topics such as user innovation pathways, communities, strategic construction of users, and domestication of sustainable energy technologies. It provides an overview of the research approaches, scales, and theoretical lenses employed in these studies, including user-centered design, participatory design, social construction of technology, and science and technology studies.
How institutions make decisions to accept or reject technology innovation has been explored by academics with the assistance of the Technology Acceptance Model (TAM). Scenarios involving successful delivery of online learning from degree granting universities guide this literature review. It examines decision processes influenced by TAM methods combined with dominant research perspectives such as Self-efficacy Theory and Universal Technology Adoption and Use Theory. This paper analyzes which variables determine perceptions of usefulness, attitude and preferences and become frequent factors to influence typical TAM results. It identifies patterns about reliable predictors of outcomes (behaviors, aligning IT and preferences) for educational investments in learning environments, content delivery and teacher preferences. Adoption of technology is a complex, inherently social process guided by perceptions or misperception of value and ease of use. Thus, facilitating a decision to adopt devices, software or processes must address emotional, cognitive, and contextual concerns of all stakeholders.
Prepared for TCC conference, 2011
This document presents an overview of a lesson on the technology acceptance model (TAM). The objective is to introduce key concepts of TAM, have student groups design concept maps of TAM, and summarize. TAM is presented as attempting to understand technology acceptance in organizations. It includes four versions and draws from other models like the theory of reasoned action. The core idea is that two key factors, perceived usefulness and perceived ease of use, influence users' decisions about adopting technologies.
The case for ubuntu linux operating system performance and usabilMaurice Dawson
The use of Linux based Operating Systems (OS) in the classroom is increasing, but there is little research to address usability differences between Windows and Linux based OSs. Moreover, studies related to the ability for students to navigate effectively between Ubuntu 14.04 Long Term Support (LTS) and Windows 8 OSs are scant. This research aims to bridge the gap between modern Linux and Windows Oss, as the former represents a viable alternative to eliminate licensing costs for educational institutions. Preliminary findings, based on the analysis of the System Usability Scale results from a sample of 14 students, demonstrated that Ubuntu users did not require technical support to use the system, while the majority found little inconsistency in the system and regarded it as well integrated.
User satisfaction and technology acceptancePico Ya
The document summarizes key concepts related to user satisfaction and technology acceptance. It discusses the Technology Acceptance Model (TAM), which identifies perceived usefulness and perceived ease-of-use as factors influencing whether users will accept and use new technologies. It also defines technology diffusion as the spread of technology throughout an organization, and technology infusion as the extent to which technology is embedded within departments.
This document outlines a study that aims to develop a unified model of user acceptance of information technology. It begins with an abstract that reviews eight prominent existing models of user acceptance and discusses empirically comparing and combining their constructs. The study then describes empirically validating an integrated unified theory of acceptance and use of technology (UTAUT) model. It reviews the existing models and prior comparisons between models. The study then describes its empirical comparison of the eight models using data collected from various organizations, technologies, and time periods. The goal is to develop a unified model that integrates elements of the existing theories to better explain user acceptance.
This document discusses guidelines for designing usable user interfaces. It begins by defining usability and its importance in human-computer interaction. It then discusses several key usability guidelines for interface design, including Shneiderman's eight golden rules, Nielsen's ten usability heuristics, and Gestalt principles of visual perception. The document emphasizes that following design rules and principles can help designers create interfaces that improve usability, user satisfaction and performance.
Inuse Project Presentation - 20 April 2012inuseproject
The document summarizes research projects conducted by the INUSE group at Aalto University on user involvement in innovation and socio-technical change. It lists several case studies and projects examining topics such as user innovation pathways, communities, strategic construction of users, and domestication of sustainable energy technologies. It provides an overview of the research approaches, scales, and theoretical lenses employed in these studies, including user-centered design, participatory design, social construction of technology, and science and technology studies.
How institutions make decisions to accept or reject technology innovation has been explored by academics with the assistance of the Technology Acceptance Model (TAM). Scenarios involving successful delivery of online learning from degree granting universities guide this literature review. It examines decision processes influenced by TAM methods combined with dominant research perspectives such as Self-efficacy Theory and Universal Technology Adoption and Use Theory. This paper analyzes which variables determine perceptions of usefulness, attitude and preferences and become frequent factors to influence typical TAM results. It identifies patterns about reliable predictors of outcomes (behaviors, aligning IT and preferences) for educational investments in learning environments, content delivery and teacher preferences. Adoption of technology is a complex, inherently social process guided by perceptions or misperception of value and ease of use. Thus, facilitating a decision to adopt devices, software or processes must address emotional, cognitive, and contextual concerns of all stakeholders.
Prepared for TCC conference, 2011
This document presents an overview of a lesson on the technology acceptance model (TAM). The objective is to introduce key concepts of TAM, have student groups design concept maps of TAM, and summarize. TAM is presented as attempting to understand technology acceptance in organizations. It includes four versions and draws from other models like the theory of reasoned action. The core idea is that two key factors, perceived usefulness and perceived ease of use, influence users' decisions about adopting technologies.
The case for ubuntu linux operating system performance and usabilMaurice Dawson
The use of Linux based Operating Systems (OS) in the classroom is increasing, but there is little research to address usability differences between Windows and Linux based OSs. Moreover, studies related to the ability for students to navigate effectively between Ubuntu 14.04 Long Term Support (LTS) and Windows 8 OSs are scant. This research aims to bridge the gap between modern Linux and Windows Oss, as the former represents a viable alternative to eliminate licensing costs for educational institutions. Preliminary findings, based on the analysis of the System Usability Scale results from a sample of 14 students, demonstrated that Ubuntu users did not require technical support to use the system, while the majority found little inconsistency in the system and regarded it as well integrated.
This document discusses usability modeling and measurement. It defines usability and explains why it is important, especially for web and mobile applications. It describes various usability models and standards. The document outlines how to develop a usability model for an organization by defining measurable attributes and characteristics. It also discusses different usability evaluation methods like surveys, heuristic evaluation, and logging. The key steps are to define a model, identify attributes to measure, collect data, analyze the results, and refine measurements. Taking these steps allows an organization to systematically evaluate and improve usability.
The Case for Ubuntu: Linux Operating System Performance and Usability for Use...Maurice Dawson
Maurice Dawson (University of Missouri – St. Louis)
Brittany DeWalt (Alabama A&M University)
Simon Cleveland (Nova Southern University)
Dawson, M., DeWals, B., Cleveland, S., The Case For Ubuntu: Linux Operating System Performance and Usability for Use in Higher Education in a Virtualized Environment. ABSTRACT The use of Linux based Operating Systems (OS) in the classroom is increasing but there is little research to address usability differences between Windows and Linux based OSs. Moreover, studies related to the ability for students to navigate effectively between Ubuntu 14.04 Long Term Support (LTS) and Windows 8 OSs are scant. This research aims to bridge the gap between modern Linux and Windows OSs as the former represents a viable alternative to eliminate licensing costs for educational institutions. Preliminary findings demonstrated that Ubuntu users did not require technical support to use the
system, while the majority found little inconsistency in the system and regarded it as well integrated.
This document contains a chapter from a course manual on Object Oriented Analysis and Design. The chapter discusses the inherent complexity of software systems. It identifies four main reasons for this complexity: 1) the complexity of the problem domain and changing requirements, 2) the difficulty of managing large software development teams, 3) the flexibility enabled by software which can lead to more demanding requirements, and 4) the challenges of characterizing the behavior of discrete systems. Software systems can range from simple to highly complex, depending on factors like purpose, lifespan, number of users, and role in research.
FACTORS INFLUENCING THE ADOPTION OF E-GOVERNMENT SERVICES IN PAKISTANMuhammad Ahmad
E-government provides opportunities to deliver various services more effectively and better serve citizens. In developing countries, e-government initiatives provide services that have been previously inaccessible to their citizens. However, e-government initiatives in developing countries are still in their infancy and face a wide range of barriers that restrict wide-spread use. Like many other developing countries, Pakistan has a low level of e-government services adoption. Previous research has investigated e-government services in developing countries from the organizational perspective. However, the research stream suffers from an absence of studies that have investigated e-government from a citizen’s perspective. The success of e-government services depends on government support as well as on citizen’s adoption. This paper aims to fill this gap by exploring the challenges and barriers of e-government services from the user’s perspective. In this study, an amended version of the UTAUT model is used to investigate the factors influencing the uptake of e-government services in Pakistan. The results show that the factors influencing the adoption of e-government services in Pakistan are related to ease of use, usefulness, social influence, technological issues, lack of awareness, data privacy, and trust. Implications for e-businesses and government policy decision makers are also considered in this study.
Effects of Developers’ Training on User-Developer Interactions in Information...Jennifer McCauley
The importance of user-developer interactions during the development of an information system has been a long-running theme in information systems research. This research seeks to highlight a gap in the current literature: the contribution of the developer’s formal educational background to the relationship between developers and users. Using an interpretivist epistemology, the researchers employed qualitative interviews to examine how far developers’ perception of the importance of interacting with the user was influenced by their formal education, or the lack thereof. Interviewing both formally and informally trained developers, eleven categories of interest were identified as pertinent to determining the developers’ beliefs about the importance of user interaction. Three of these categories were explored as promising for future research: academic background, work experience, and developer’s access to user knowledge. This research has implications for education of information systems developers as well as for industry interested in hiring software developers.
This document provides an overview of the subject of Human-Computer Interaction (HCI). It discusses the historical evolution of HCI from early computers to modern interfaces. It also covers key concepts like interactive system design, usability engineering, and the relationship between HCI and software engineering. The document outlines several topics that are important to HCI like GUI design, prototyping techniques, and research areas in HCI including ubiquitous computing and embedded systems.
The document compares the cost-benefit analysis (CBA) and user involvement approaches in the waterfall model for developing cost-effective software. CBA helps determine upfront project costs while user involvement can reduce costs during phases like requirements analysis, design, testing, and implementation. The study evaluates how participation of users in different waterfall phases like preliminary investigation, design, and testing can reduce analysis time, therefore lowering overall time costs and producing software in a quicker, easier manner.
Investigation into the Impact of the Usability Factor on the Acceptance of Mo...Waqas Tariq
The document discusses a study that aimed to empirically test the usability of mobile transactions from the perspective of Saudi users. It provides context on previous related studies conducted by the authors. The study involved usability testing of a popular mobile app in Saudi Arabia called 'Souq.com' using techniques like think-aloud protocols and video recording. The results showed the usability of the app was unsatisfactory, with an average usability score of 50 out of 100. This low usability negatively impacted participants' willingness to use the app again.
7 factors determining deeper impact of ar based mobile application on user ex...Ashish Agrawal
VR and AR mobile applications will see widespread adoption if they focus on key areas like synchronization of senses, reinforced design, wearability, and affordability. Developers need to ensure voice, display, and touch are perfectly synced to provide immersive experiences. Design also requires attention to detail, usability testing, and creating intuitive interactions. Applications should solve real problems and move beyond simple image recognition to enhance human perception and potentially address issues in healthcare, education, and emergency response.
This document discusses social media strategies and secrets from BLINQ Media. It provides tips on how to strengthen social media efforts including designing brand pages, engaging users organically, boosting viral posts with paid promotion, facilitating selfies, and implementing a five step strategy. The five steps include understanding each platform's context, defining the target audience, creating relevant content, engaging users, and measuring objectives and results.
Technology Acceptance Model for Mobile Health SystemsIOSR Journals
Abstract: The purpose of this paper is to explore the factors that influence health-related consumer’s
acceptance to use the mobile technology as a tool for receiving healthcare services. Based on technology
acceptance model (TAM), this paper provides a better understanding of antecedent of key acceptance constructs
(e.g. intention to use, perceived usefulness, perceived ease of use). The proposed research model and hypotheses
validated and tested with data collected from 302 Egyptians and Yemenis patients, health professionals, and
general health users. The results are analyzed using a number of statistical techniques including partial least
squares. The key findings obtaining from the results of the three surveyed stakeholders reveal that: (1) ninety
percent are indented to use mobile health services. (2) While intention to use has greatly influenced by
perceived usefulness, the impact of perceived ease of use varies. (3) Perceived value, perceived ease of use and
portability factors are significantly affect perceived usefulness. (4) Self-efficacy and technology anxiety have a
great impact on perceived ease of use. (5) The impact of the rest of the suggested factors ranged from medium,
low, and insignificant. The research made an in-depth exploration and examination of the factors that influence
user’s intention to use mobile health services focusing on technological, cultural, organizational, political, and
social aspects whereas most of the previous studies considered only one or two aspects together. The proposed
model can be applied to assess mobile health user’s acceptance, thereby help mobile health developers and
providers to develop better mobile health applications that meet the needs of the potential users.
Keywords: Intention to use, Mobile health, portability, Resistance to change, Technology anxiety, Technology
acceptance model
Towards An Understanding Of The Behavioral Intention To Use 3 G Mobile Value ...NKFUST
The document discusses a study examining behavioral intention to use 3G mobile value-added services. The study uses the Technology Acceptance Model (TAM) along with the factors of personal innovativeness and perceived cost. A research model and hypotheses are proposed. Data was collected through questionnaires and analyzed using structural equation modeling. The results found that attitude was the primary driver of behavioral intention, followed by perceived ease of use, perceived cost, and perceived usefulness. The study provides suggestions for telecom providers on enhancing consumer adoption of 3G value-added services.
Evaluation of the Acceptance of Virtual Worlds in the Tourism Sector: An Ext...Virtual Tourism
The document outlines a PhD research proposal to evaluate user acceptance of virtual worlds in the tourism sector using an extended technology acceptance model. It will involve qualitative interviews with virtual world experts to identify key dimensions, followed by quantitative user studies and statistical analysis to determine which dimensions most influence user acceptance and intention to use virtual worlds. The anticipated results are to identify the virtual world characteristics that drive user acceptance to provide insights for both virtual world companies and tourism destinations.
The document discusses the importance of usability testing in technology product development. It defines usability and outlines several key aspects of usability including learnability, efficiency, errors and satisfaction. The document also describes different methods of usability testing such as heuristic evaluation, formative evaluation and testing prototypes with representative users and tasks. It notes that usability testing is particularly important during the design and development phases of a project. Finally, it discusses how emerging technologies are presenting new challenges for usability testing.
The document provides an overview of the user interface development process, including analysis, design, prototyping, and usability principles. It discusses tasks such as defining user profiles and scenarios, wireframing, information architecture, visual design, and standards compliance. Web 1.0 is contrasted with newer collaborative and interactive aspects of Web 2.0.
This document discusses the design principles of advanced task elicitation systems. It begins with an introduction that outlines the motivation and challenges of manual task elicitation in software development. It then reviews related work on task elicitation systems and the need to evaluate their design principles empirically. The methodology section describes a design science research approach used to conceptualize and evaluate an artifact called REMINER. Evaluation results show that semi-automatic task elicitation and leveraging imported knowledge bases can significantly increase elicitation productivity compared to manual elicitation. The discussion covers limitations and opportunities for future research at the intersection of task elicitation and software development processes.
Interactive systems are increasingly interconnected across different devices and platforms. The challenge for interaction designers is to meet the requirements of consistency and continuity across these platforms to ensure the inter-usability of the system. This presentation describes the current challenges the designers are facing in the emerging fields of interactive systems. Through semi-structured interviews of 17 professionals working on interaction design in different domains we probed into the current methodologies and the practical challenges in their daily tasks. The identified challenges include but are not limited to: the inefficiency of using low-fi prototypes in a lab environment to test inter-usability and the challenges of “seeing the big picture” when designing a part of an interconnected system.
The document discusses evaluation methods for human-computer interaction (HCI) systems. It defines evaluation as the determination of value through careful appraisal and study. Evaluation is important for providing feedback to improve system design through iterative development. Formative evaluation is conducted during development, while summative evaluation occurs after completion to ensure quality standards are met. Heuristic evaluation involves experts evaluating an interface according to usability principles. Other methods discussed include cognitive walkthroughs, pluralistic walkthroughs, surveys, interviews, and experiments.
This document summarizes a presentation on creative technology use and the cognitive and behavioral foundations behind repurposing technologies. The presentation discusses how individuals often discover new uses of technologies on their own through a process called "repurposive appropriation." This involves noticing aspects of the environment or other technologies that provide partial solutions, generalizing the problem, and noticing analogies to other tools. An example discussed is how someone might discover that a digital camera can be used as a mirror. The presentation examines the cognitive processes behind such discoveries and has implications for designing technologies to support creative users.
International Journal of Engineering (IJE) Volume (1) Issue (1)CSCJournals
The document summarizes a research paper titled "Genetic Information System Development and Maintenance Model For Effective Software Maintenance and Reuse" by Sanjeev Manchanda, Mayank Dave, and S. B. Singh. The paper proposes a system development process and model to address issues with information system development, maintenance, and software reuse. It analyzes problems related to cost, complexity, and adapting to changing requirements. The proposed model aims to provide support for frequent changes, maximize reuse, and help organizations better control the development and maintenance of their information systems.
The document discusses user-adaptive systems and user experience design in context. It defines user-adaptivity as systems that adapt their behavior based on learning individual user's behaviors and preferences. This is beneficial for supporting system use and information acquisition. Information about users can be obtained explicitly from users or non-explicitly from their actions. This collected data is then used to personalize the system through adaptation algorithms. The document also discusses how user experience design must consider the context of use including culture and design variables. It presents theories like script theory and prototype theory that can be applied to understand user behaviors and design user experiences. Finally, it provides two case studies and the User Experience Questionnaire tool.
This document discusses usability modeling and measurement. It defines usability and explains why it is important, especially for web and mobile applications. It describes various usability models and standards. The document outlines how to develop a usability model for an organization by defining measurable attributes and characteristics. It also discusses different usability evaluation methods like surveys, heuristic evaluation, and logging. The key steps are to define a model, identify attributes to measure, collect data, analyze the results, and refine measurements. Taking these steps allows an organization to systematically evaluate and improve usability.
The Case for Ubuntu: Linux Operating System Performance and Usability for Use...Maurice Dawson
Maurice Dawson (University of Missouri – St. Louis)
Brittany DeWalt (Alabama A&M University)
Simon Cleveland (Nova Southern University)
Dawson, M., DeWals, B., Cleveland, S., The Case For Ubuntu: Linux Operating System Performance and Usability for Use in Higher Education in a Virtualized Environment. ABSTRACT The use of Linux based Operating Systems (OS) in the classroom is increasing but there is little research to address usability differences between Windows and Linux based OSs. Moreover, studies related to the ability for students to navigate effectively between Ubuntu 14.04 Long Term Support (LTS) and Windows 8 OSs are scant. This research aims to bridge the gap between modern Linux and Windows OSs as the former represents a viable alternative to eliminate licensing costs for educational institutions. Preliminary findings demonstrated that Ubuntu users did not require technical support to use the
system, while the majority found little inconsistency in the system and regarded it as well integrated.
This document contains a chapter from a course manual on Object Oriented Analysis and Design. The chapter discusses the inherent complexity of software systems. It identifies four main reasons for this complexity: 1) the complexity of the problem domain and changing requirements, 2) the difficulty of managing large software development teams, 3) the flexibility enabled by software which can lead to more demanding requirements, and 4) the challenges of characterizing the behavior of discrete systems. Software systems can range from simple to highly complex, depending on factors like purpose, lifespan, number of users, and role in research.
FACTORS INFLUENCING THE ADOPTION OF E-GOVERNMENT SERVICES IN PAKISTANMuhammad Ahmad
E-government provides opportunities to deliver various services more effectively and better serve citizens. In developing countries, e-government initiatives provide services that have been previously inaccessible to their citizens. However, e-government initiatives in developing countries are still in their infancy and face a wide range of barriers that restrict wide-spread use. Like many other developing countries, Pakistan has a low level of e-government services adoption. Previous research has investigated e-government services in developing countries from the organizational perspective. However, the research stream suffers from an absence of studies that have investigated e-government from a citizen’s perspective. The success of e-government services depends on government support as well as on citizen’s adoption. This paper aims to fill this gap by exploring the challenges and barriers of e-government services from the user’s perspective. In this study, an amended version of the UTAUT model is used to investigate the factors influencing the uptake of e-government services in Pakistan. The results show that the factors influencing the adoption of e-government services in Pakistan are related to ease of use, usefulness, social influence, technological issues, lack of awareness, data privacy, and trust. Implications for e-businesses and government policy decision makers are also considered in this study.
Effects of Developers’ Training on User-Developer Interactions in Information...Jennifer McCauley
The importance of user-developer interactions during the development of an information system has been a long-running theme in information systems research. This research seeks to highlight a gap in the current literature: the contribution of the developer’s formal educational background to the relationship between developers and users. Using an interpretivist epistemology, the researchers employed qualitative interviews to examine how far developers’ perception of the importance of interacting with the user was influenced by their formal education, or the lack thereof. Interviewing both formally and informally trained developers, eleven categories of interest were identified as pertinent to determining the developers’ beliefs about the importance of user interaction. Three of these categories were explored as promising for future research: academic background, work experience, and developer’s access to user knowledge. This research has implications for education of information systems developers as well as for industry interested in hiring software developers.
This document provides an overview of the subject of Human-Computer Interaction (HCI). It discusses the historical evolution of HCI from early computers to modern interfaces. It also covers key concepts like interactive system design, usability engineering, and the relationship between HCI and software engineering. The document outlines several topics that are important to HCI like GUI design, prototyping techniques, and research areas in HCI including ubiquitous computing and embedded systems.
The document compares the cost-benefit analysis (CBA) and user involvement approaches in the waterfall model for developing cost-effective software. CBA helps determine upfront project costs while user involvement can reduce costs during phases like requirements analysis, design, testing, and implementation. The study evaluates how participation of users in different waterfall phases like preliminary investigation, design, and testing can reduce analysis time, therefore lowering overall time costs and producing software in a quicker, easier manner.
Investigation into the Impact of the Usability Factor on the Acceptance of Mo...Waqas Tariq
The document discusses a study that aimed to empirically test the usability of mobile transactions from the perspective of Saudi users. It provides context on previous related studies conducted by the authors. The study involved usability testing of a popular mobile app in Saudi Arabia called 'Souq.com' using techniques like think-aloud protocols and video recording. The results showed the usability of the app was unsatisfactory, with an average usability score of 50 out of 100. This low usability negatively impacted participants' willingness to use the app again.
7 factors determining deeper impact of ar based mobile application on user ex...Ashish Agrawal
VR and AR mobile applications will see widespread adoption if they focus on key areas like synchronization of senses, reinforced design, wearability, and affordability. Developers need to ensure voice, display, and touch are perfectly synced to provide immersive experiences. Design also requires attention to detail, usability testing, and creating intuitive interactions. Applications should solve real problems and move beyond simple image recognition to enhance human perception and potentially address issues in healthcare, education, and emergency response.
This document discusses social media strategies and secrets from BLINQ Media. It provides tips on how to strengthen social media efforts including designing brand pages, engaging users organically, boosting viral posts with paid promotion, facilitating selfies, and implementing a five step strategy. The five steps include understanding each platform's context, defining the target audience, creating relevant content, engaging users, and measuring objectives and results.
Technology Acceptance Model for Mobile Health SystemsIOSR Journals
Abstract: The purpose of this paper is to explore the factors that influence health-related consumer’s
acceptance to use the mobile technology as a tool for receiving healthcare services. Based on technology
acceptance model (TAM), this paper provides a better understanding of antecedent of key acceptance constructs
(e.g. intention to use, perceived usefulness, perceived ease of use). The proposed research model and hypotheses
validated and tested with data collected from 302 Egyptians and Yemenis patients, health professionals, and
general health users. The results are analyzed using a number of statistical techniques including partial least
squares. The key findings obtaining from the results of the three surveyed stakeholders reveal that: (1) ninety
percent are indented to use mobile health services. (2) While intention to use has greatly influenced by
perceived usefulness, the impact of perceived ease of use varies. (3) Perceived value, perceived ease of use and
portability factors are significantly affect perceived usefulness. (4) Self-efficacy and technology anxiety have a
great impact on perceived ease of use. (5) The impact of the rest of the suggested factors ranged from medium,
low, and insignificant. The research made an in-depth exploration and examination of the factors that influence
user’s intention to use mobile health services focusing on technological, cultural, organizational, political, and
social aspects whereas most of the previous studies considered only one or two aspects together. The proposed
model can be applied to assess mobile health user’s acceptance, thereby help mobile health developers and
providers to develop better mobile health applications that meet the needs of the potential users.
Keywords: Intention to use, Mobile health, portability, Resistance to change, Technology anxiety, Technology
acceptance model
Towards An Understanding Of The Behavioral Intention To Use 3 G Mobile Value ...NKFUST
The document discusses a study examining behavioral intention to use 3G mobile value-added services. The study uses the Technology Acceptance Model (TAM) along with the factors of personal innovativeness and perceived cost. A research model and hypotheses are proposed. Data was collected through questionnaires and analyzed using structural equation modeling. The results found that attitude was the primary driver of behavioral intention, followed by perceived ease of use, perceived cost, and perceived usefulness. The study provides suggestions for telecom providers on enhancing consumer adoption of 3G value-added services.
Evaluation of the Acceptance of Virtual Worlds in the Tourism Sector: An Ext...Virtual Tourism
The document outlines a PhD research proposal to evaluate user acceptance of virtual worlds in the tourism sector using an extended technology acceptance model. It will involve qualitative interviews with virtual world experts to identify key dimensions, followed by quantitative user studies and statistical analysis to determine which dimensions most influence user acceptance and intention to use virtual worlds. The anticipated results are to identify the virtual world characteristics that drive user acceptance to provide insights for both virtual world companies and tourism destinations.
The document discusses the importance of usability testing in technology product development. It defines usability and outlines several key aspects of usability including learnability, efficiency, errors and satisfaction. The document also describes different methods of usability testing such as heuristic evaluation, formative evaluation and testing prototypes with representative users and tasks. It notes that usability testing is particularly important during the design and development phases of a project. Finally, it discusses how emerging technologies are presenting new challenges for usability testing.
The document provides an overview of the user interface development process, including analysis, design, prototyping, and usability principles. It discusses tasks such as defining user profiles and scenarios, wireframing, information architecture, visual design, and standards compliance. Web 1.0 is contrasted with newer collaborative and interactive aspects of Web 2.0.
This document discusses the design principles of advanced task elicitation systems. It begins with an introduction that outlines the motivation and challenges of manual task elicitation in software development. It then reviews related work on task elicitation systems and the need to evaluate their design principles empirically. The methodology section describes a design science research approach used to conceptualize and evaluate an artifact called REMINER. Evaluation results show that semi-automatic task elicitation and leveraging imported knowledge bases can significantly increase elicitation productivity compared to manual elicitation. The discussion covers limitations and opportunities for future research at the intersection of task elicitation and software development processes.
Interactive systems are increasingly interconnected across different devices and platforms. The challenge for interaction designers is to meet the requirements of consistency and continuity across these platforms to ensure the inter-usability of the system. This presentation describes the current challenges the designers are facing in the emerging fields of interactive systems. Through semi-structured interviews of 17 professionals working on interaction design in different domains we probed into the current methodologies and the practical challenges in their daily tasks. The identified challenges include but are not limited to: the inefficiency of using low-fi prototypes in a lab environment to test inter-usability and the challenges of “seeing the big picture” when designing a part of an interconnected system.
The document discusses evaluation methods for human-computer interaction (HCI) systems. It defines evaluation as the determination of value through careful appraisal and study. Evaluation is important for providing feedback to improve system design through iterative development. Formative evaluation is conducted during development, while summative evaluation occurs after completion to ensure quality standards are met. Heuristic evaluation involves experts evaluating an interface according to usability principles. Other methods discussed include cognitive walkthroughs, pluralistic walkthroughs, surveys, interviews, and experiments.
This document summarizes a presentation on creative technology use and the cognitive and behavioral foundations behind repurposing technologies. The presentation discusses how individuals often discover new uses of technologies on their own through a process called "repurposive appropriation." This involves noticing aspects of the environment or other technologies that provide partial solutions, generalizing the problem, and noticing analogies to other tools. An example discussed is how someone might discover that a digital camera can be used as a mirror. The presentation examines the cognitive processes behind such discoveries and has implications for designing technologies to support creative users.
International Journal of Engineering (IJE) Volume (1) Issue (1)CSCJournals
The document summarizes a research paper titled "Genetic Information System Development and Maintenance Model For Effective Software Maintenance and Reuse" by Sanjeev Manchanda, Mayank Dave, and S. B. Singh. The paper proposes a system development process and model to address issues with information system development, maintenance, and software reuse. It analyzes problems related to cost, complexity, and adapting to changing requirements. The proposed model aims to provide support for frequent changes, maximize reuse, and help organizations better control the development and maintenance of their information systems.
The document discusses user-adaptive systems and user experience design in context. It defines user-adaptivity as systems that adapt their behavior based on learning individual user's behaviors and preferences. This is beneficial for supporting system use and information acquisition. Information about users can be obtained explicitly from users or non-explicitly from their actions. This collected data is then used to personalize the system through adaptation algorithms. The document also discusses how user experience design must consider the context of use including culture and design variables. It presents theories like script theory and prototype theory that can be applied to understand user behaviors and design user experiences. Finally, it provides two case studies and the User Experience Questionnaire tool.
David Kaufmann
School of Computing and Mathematical Sciences, Auckland University of Technology
(Friday, 3.00, Science 2)
Support for clinical handover remains a challenge for Health Informatics. Obstetric Handover is an important multi-disciplinary activity that can have important consequences for patient safety. Although IT systems can be used to support handover, the improvement of handover is not a purely IT-based problem. This project took place in the context of a clinical improvement process designed to formalise and improve handover in a busy delivery unit. This study used investigative tools from the usability domain in order to understand the usability requirements of a complete socio-technical system - the handover process. This work demonstrated the feasibility of using such tools and illustrated potential usability problems and solutions in the clinical handover process. Changes were made in IT systems, the organisation of the handover and the physical environment. Evaluation of the modified approach is being conducted, in the light of some usability issues already discovered.
The Pragmatic Evaluation of Tool System InteroperabilityCommunitySense
A. de Moor (2007). The Pragmatic Evaluation of Tool System Interoperability (invited paper). In Proc. of the 2nd ICCS Conceptual Structures Tool Interoperability Workshop (CS-TIW 2007), Sheffield, UK, July 22, 2007. Research Press International, Bristol, UK, pp.1-19.
Engineering Ambient Intelligence Systems using Agent TechnologyNikolaos Spanoudakis
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Usability requirements and their elicitationLucas Machado
The document discusses two issues regarding usability requirements elicitation: 1) the relationship between usability testing and requirements elicitation, and 2) identifying the most suitable elicitation methodology for different projects. Regarding the first issue, it describes six styles of eliciting requirements and how usability testing can validate and refine initial requirements. For the second issue, it compares frameworks for evaluating methodologies based on factors like project environment and quality of elicited details.
- C1.1 Project characteristics (size, budget, etc.)
- C1.2 Organizational characteristics
- C1.3 User characteristics
B. Characteristics: This refers to the intrinsic
characteristics of the methodology/method. Three
The document discusses the Technology Acceptance Model (TAM) and its viability for determining acceptance of e-learning technologies in higher education institutions. TAM identifies perceived usefulness and perceived ease of use as key factors influencing attitudes toward and use of new technologies. The document reviews literature on TAM and its constructs. It also presents two case studies that applied TAM to evaluate student acceptance of online technologies for communication and public relations courses. Both case studies found TAM to be an effective model for predicting technology use.
Cognitive Engineering and User Centered DesignUTFPR
- Cognitive engineering and user-centered design aim to make interfaces intuitive based on how the human mind works. This includes task analysis, conceptual models, and usability testing.
- Early approaches viewed the user's mind as a computer that an interface could transmit information to and from smoothly. Later, the focus shifted to fulfilling user needs rather than system needs.
- Methods like GOMS models, card sorting, and heuristic evaluation help identify usability issues based on how users perceive and interact with systems.
- Testing involves observing users completing tasks while thinking aloud to understand problems and gather feedback for improving designs.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
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1. Development, Extension, and
Application: A Review of the
Technology Acceptance Model
Jason Sharp
Computer Information Systems
Tarleton State University
Stephenville, Texas, USA
jsharp@tarleton.edu
ISECON 2006
2. Introduction
Question: Why do people accept or reject technology?
Technology Acceptance Model (TAM)
Geared specifically toward information technology
Strong reliability and validity of instruments
Extensive research: 147 articles between 1990 and 2003
Good example of how a model is extended and applied
Purpose:
To examine the development, extension, and application of TAM
in order to identify potential areas of research for future study
To provide IS educators with a foundation for guiding students in
regard to the TAM literature
To provide a starting point for evaluating educational technologies
To serve as a general reference for those interested in technology
acceptance
ISECON 2006
3. Methodology
Keyword search of ABI Inform, Academic Search
Premier, and IEEE Express
Criteria:
Extension of Legris, Ingham, and Collerette (2003)
Prior analysis of articles from 1980 to 2001
Current analysis of articles from 2001 to 2005
Compared articles utilizing a quantitative research method
PLS, LISREL, path or regression analysis
Broader range of journals than Legris et al. (2003)
Prior analysis included only six IT related journals
Articles grouped on logical categories chosen by the
author (Strauss & Corbin, 1998)
ISECON 2006
4. A Review of the Technology Acceptance Model
Development
ISECON 2006
5. Development: TAM (Original)
Perceived
Usefulness
Attitude Intention to Usage
Use Behavior
Perceived
Ease of Use
Perceived ease of use – “the degree to which a person
believes that using a particular system would be free of
Davis (1989) effort” (Davis, 1989, p. 320)
Perceived usefulness – “the degree to which a person
believes that using a particular system would enhance
his or her job performance” (p. 320)
ISECON 2006
6. Development: TAM (Original)
Study 1
Technology: PROFS electronic mail and XEDIT editor
Sample Size: 120 users employed by IBM
Study 2
Technology: Chart-Master and Pendraw
Sample Size: 40 MBA students
Overall Findings:
Perceived Usefulness significant determinant of Usage
Perceived Ease of Use significant determinant of Usage
Effect of Perceived Usefulness significantly greater than Perceived
Ease of Use
Attitude does not fully mediate effect of Perceived Usefulness and
Perceived Ease of Use on Behavior
Perceived Ease of Use as an antecedent of Perceived Usefulness
ISECON 2006
7. Development: TAM (Parsimonious)
Study (Davis, Bagozzi, and Warshaw, 1989)
Technology: WriteOne, word processor
Sample Size: 107 MBA students
Overall Findings
Perceived Usefulness strong significant determinant of Usage
Perceived Ease of Use significant determinant of Usage, but
significantly weaker than Perceived Usefulness
Attitude only partially mediated effects of Perceived Usefulness
and Perceived Ease of Use on Usage
ISECON 2006
8. Development: TAM (Parsimonious)
Perceived
Usefulness
Intention to Usage
Use Behavior
Perceived
Ease of Use
Davis, Bagozzi, and Warshaw (1989)
ISECON 2006
9. Development: TAM2
Experience Voluntariness
Subjective
Norm
Image
Perceived
Usefulness
Job Intention to Usage
Relevance Use Behavior
Perceived
Output Ease of Use
Quality
Venkatesh and Davis (2000)
Result
Demonstrability
ISECON 2006
10. Development: TAM2
Subjective Norm – influence of others on user’s decision to
use or not use
Image – maintaining a favorable standing
Job Relevance – degree to which the target system is
applicable
Output Quality – how well the system performs tasks
Result Demonstrability – tangible results
Experience – with the system
Voluntariness – perception of voluntary/mandatory use
ISECON 2006
11. Development: TAM2
Study 1 (voluntary):
Technology: Proprietary system
Sample Size: 38 floor supervisors
Study 2 (voluntary):
Technology: Migration to Windows-based environment
Sample Size: 39 personal financial services employees
Study 3 (mandatory):
Technology: Windows-based account management system
Sample Size: 43 accounting firm services employees
Study 4 (mandatory):
Technology: Stock portfolio analysis system
Sample Size: 36 investment banking employees
ISECON 2006
12. Development: TAM2
Experience Voluntariness
Subjective
Norm
Image
Perceived
Usefulness
Job Intention to Usage
Relevance Use Behavior
Perceived
Output Ease of Use
Quality
Venkatesh and Davis (2000)
Result
Demonstrability
ISECON 2006
13. Development: Antecedents of Perceived Ease
of Use
Perceived
Computer Usefulness
Self-Efficacy
Intention to Usage
Use Behavior
Objective Perceived
Usability Ease of Use
Computer Self-efficacy – how
does the user feel about their
Direct ability to use technology
Experience
Objective Usability – objective
system measures, e.g., keystroke
Venkatesh and Davis (1996) model, expert to novice
performance comparison
ISECON 2006
14. Development: Antecedents of Perceived Ease
of Use
Study 1:
Technology: Chartmaster and Pendraw
Sample Size: 40 MBA students
Study 2:
Technology: WordPerfect and Lotus
Sample Size: 36 undergraduate students
Study 3:
Pine (electronic mail) and Gopher (information access)
Sample Size: 32 part-time MBA students
Overall Findings
Before hands-on experience, Computer Self-efficacy was a significant
determinant of Perceive Ease of Use, Objective Usability was not
After direct experience, both Computer self-efficacy and Objective
Usability were significant determinants of Perceived Ease of Use
ISECON 2006
15. Development: Antecedents Revised
Perception of External Control - availability of support staff
Computer Computer Anxiety – apprehension or fear
Self-Efficacy Computer Playfulness – desire to explore and play
Perceived Enjoyment – enjoyable apart from performance
Perception of consequences
External Control
Perceived
Computer Usefulness
Anxiety Intention to Usage
Use Behavior
Computer
Playfulness Perceived
Ease of Use
Perceived
Enjoyment
Venkatesh (2000)
Objective
Usability
ISECON 2006
16. Development: Antecedents of Perceived Ease
of Use
Three studies measured three times over three months
Study 1:
Technology: Interactive online help desk system
Sample Size: 58 retail electronic store employees
Study 2:
Technology: Multimedia system for property management
Sample Size: 145 real estate agency employees
Study 3:
Technology: Migration to PC-based environment
Sample Size: 43 financial services employees
Pooled Results
T1: Perceived Enjoyment and Objective Usability not significant
T2: All antecedents significant
T3: Computer Playfulness not significant
ISECON 2006
17. A review of the Technology Acceptance Model
Extension
ISECON 2006
18. Extension: Determinants of Intention to Use
Author Determinant Finding
Hu et al. (2005) Availability Not significant
Huang (2005); Moon Perceived Playfulness Not significant
& Kim (2001) Significant
Gong et al. (2004) Computer Self-efficacy Significant
Mathieson et al. Perceived Resources Significant
(2004)
Chau & Hu (2002) Perceived Behavioral Significant
Control
Yi & Hwang (2003) Application Specific Significant
Self-efficacy
Van der Heijden Perceived Enjoyment Significant
(2004)
ISECON 2006
20. Extension: External Variables of Usefulness
Author External Variable Finding
Hu et al. (2005) Efficiency Gain Significant
Chan & Lu (2004) Perceived Risk Significant
Amoako-Gyampah et Shared Beliefs Significant
al. (2004)
Chau (2001) Computer Attitude Significant
Hong et al. (2001- Relevance Significant
2002); Shih (2004)
Liaw & Huang (2003); Perceived Enjoyment Significant
Yi & Hwang (2003)
ISECON 2006
21. Extension: External Variables of Ease of Use
Author External Variable Finding
Amoako-Gyampah et Shared Beliefs, Training Significant
al. (2004)
Chau (2001) Computer Attitude Not significant
Mathieson et al. (2001) Perceived Resources Not significant
Hong et al. (2001- Knowledge of Search Significant
2002) Domain
Hong et al. (2001- Relevance Significant
2002); Shih (2004)
Liaw & Huang (2003) Individual Computer Significant
Experience
ISECON 2006
22. A review of the Technology Acceptance Model
Application
ISECON 2006
23. Application: Original TAM (Supporting)
Author Technology Sample Size
Hu et al. (2005) COPLINK 283 police officers
Huang (2005) Women-centric 390 subjects
Web site
Amoako-Gyampah ERP system 409 end-users
& Salam (2004)
Mathieson et al. Bulletin board 401 members of IMA
(2001) system
Chau & Hu (2002) Telemedicine 408 physicians
Perceived Usefulness a stronger determinant than Perceived Ease of Use
ISECON 2006
24. Application: Original TAM (Opposing)
Author Technology Sample Size
Gong et al. (2004) Web-based 152 teachers
learning system
Moon & Kim (2001) World Wide Web 152 graduate students
Shih (2004) Internet utilization 203 office workers
behavior
Brown et al. (2002) Computer banking 107 bank employees
system
Perceived Ease of Use a stronger determinant than Perceived Usefulness
ISECON 2006
25. Application: Influence of Attitude on Intention
Author Finding
Hu et al. (2005) Not significant
Huang (2005) Significant
Amoako-Gyampah & Salam (2004) Significant
Mathieson et al. (2001) Significant
Chau & Hu (2002) Significant
Gong et al. (2004) Significant
Moon & Kim (2001) Significant
Shih (2004) Significant
Brown et al. (2002) Not significant
ISECON 2006
26. Application: Parsimonious TAM (Supporting)
Author Technology Sample
Hong et al. (2001- Digital library 585 students
2002)
Chau (2001) General IT usage 360 undergraduate
business students
Liaw & Huang (2003) Search engines 114 medical
students
Lin & Wu (2004) End-user computing 195 workers
Yi & Hwang (2004) Web-based 109 introductory IS
information system students
Perceived Usefulness a stronger determinant than Perceived Ease of Use
ISECON 2006
27. Application: Parsimonious TAM (Opposing)
Author Technology Sample
Van der Heijden Hedonic 1114 users of a Dutch
(2004) information system movie Web site
Perceived Ease of Use a stronger determinant than Perceived Usefulness
ISECON 2006
28. Application: TAM2 (Mixed results)
Author Technology Sample
Chan & Lu (2004) Internet banking 499 undergraduate and
graduate students
• Subjective Norm and Image significant determinant of
Perceived Usefulness
• Results Demonstrability not a significant determinant of
Perceived Usefulness
• Perceived Ease of Use significant determinant of Perceived
Usefulness, but not of Intention to Use
• Perceived Usefulness significant determinant of Intention to
Use
ISECON 2006
29. Application: Environment
Volitional Mandatory
Hu et al. (2005) Davis & Venkatesh (2000)
Huang (2005) Brown et al. (2002)
Amoako-Gyampah & Salam (2004)
Mathieson et al. (2001)
Chau & Hu (2002)
Gong et al. (2004)
Moon & Kim (2001)
Shih (2004)
Hong et al. (2001-2002)
Chau (2001)
Liaw & Huang (2003)
Lin & Wu (2004)
Yi & Hwang (2004)
Van der Heijden (2004)
Chan & Lu (2004)
ISECON 2006
30. Research Potential
Mixed results of Perceived Usefulness and Perceived Ease of
Use as the stronger determinant
Ten studies supported Perceived Usefulness
Six studies supported Perceived Ease of Use
How does the type of technology of affect the results?
Volitional versus mandatory use environments
Fifteen studies conducted in volitional environments
Two studies conducted in mandatory environments
How does the environment affect the results?
The role of Attitude
Seven studies indicated Attitude as a direct determinant
Two studies indicated Attitude is not a direct determinant
Does attitude play a greater role than previously thought?
ISECON 2006
31. Importance to Information Systems Educators
Provides a foundation for assisting faculty to guide
students about the history of TAM
Provides a quick summary of statistical significance of
various determinants and external variables
Provides a starting point for evaluating educational
technologies
Provides a ready reference of current technologies
evaluated with TAM
ISECON 2006
32. Conclusion
Examined the development, extension, and application
of TAM
Identified three specific areas for future research
Constructed a ready reference for IS educators
Developed a general overview of TAM for those
interested in technology acceptance
ISECON 2006
33. Development, Extension, and
Application: A Review of the
Technology Acceptance Model
Jason Sharp
Computer Information Systems
Tarleton State University
Stephenville, Texas, USA
jsharp@tarleton.edu
ISECON 2006
34. References
Amoako-Gyampah, K., & Salam, A. F. (2004). An extension of the technology acceptance model in an ERP
implementation environment. Information & Management, 41(6), 731-745.
Chan, S., & Lu, M. (2004). Understanding internet banking adoption and use behavior: A Hong Kong perspective.
Journal of Global Information Management, 12(3), 21-43.
Chau, P. Y. K. (2001). Influence of computer attitude and self-efficacy on IT usage behavior. Journal of End User
Computing, 13(1), 26-33.
Chau, P. Y. K., & Hu, P. (2002). Investigating healthcare professionals’ decisions to accept telemedicine technology:
An empirical test of competing theories. Information & Management, 39(4), 297-311.
Brown, S. A., Massey, A. P., Montoya-Weiss, M. M., & Burkman, J. R. (2002). Do I really have to? User acceptance of
mandated technology. European Journal of Information Systems, 11(4), 283-295.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS
Quarterly, 13(3), 319-339.
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User acceptance of computer technology: A comparison of two
theoretical models. Management Science, 35(8), 982-1003.
Delone, W. H., & McLean, E. R. (1992). Information systems successes: The quest for the dependent variable.
Information Systems Research, 3(1), 60-95.
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update. Journal of Management Information Systems, 19(4), 9-30.
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Reading, MA: Addison-Wesley.
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Information Systems Education, 15(4), 365-374.
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ISECON 2006
35. References
Horton, R. P., Buck, T., Waterson, P. E., & Clegg, C. W. (2001). Explaining intranet use with the technology
acceptance model. Journal of Information Technology, 16(4), 237-249.
Hu, P. J., Lin, C., & Chen, H. (2005). User acceptance of intelligence and security informatics technology: A study of
COPLINK. Journal of the American Society for Information Science and Technology, 56(3), 235-244.
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75-83.
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tool. Computers in Human Behavior, 19(6), 751-765.
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enterprises in Taiwan: Analyzed by structural equation modeling. Journal of Computer Information Systems,
44(3), 98-108.
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perceived user resources. The Data Base for Advances in Information Systems, 32(3), 86-112.
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ISECON 2006