scholarly journals A Review Development of Digital Library Resources at University Level

2021 ◽  
Vol 2021 ◽  
pp. 1-13
Author(s):  
Agrey Kato ◽  
Michael Kisangiri ◽  
Shubi Kaijage

This study considered the development, awareness, adoption, and usage of digital library (DL) resources at the university level. To develop and implement a successful electronic library resource system, it is vital to review the success factors and identify the most important technological aspects of DL resources. Electronic library information technology was described and grouped into several categories that influence user satisfaction in a DL context. These are open access to information, the facility of access, uncomplicated interface design, high quality of the communication process, Internet performance, performance assurance service, ease of communication via social network, and patron-driven acquisition. With these important features of DL services, the simplicity of accessing online information and the performance of DL utilities have become of paramount importance. Several research works were therefore reviewed and evaluated to determine the usability of DL services; thereafter, the design of the DL discovery system was developed through Blacklight open-source software.

Author(s):  
Mazlan Mohd Sappri Et.al

Social media application (SMA) shows several important functions that causing theincrement of usage among mobile application or mobile app users, especially among18 to 28 years-old users. This causing several developers to create their own SMA thathave been targeted to mobile app users. However, only several SMA managed tobecome popular and successful in term of usage, leaving other unpopular SMA in thelower rank of the Google PlayStore. SMA created by developer in Malaysia face thesame situation as mentioned before where those SMA were supposed to attractMalaysian mobile users more. To assess this situation, this study aims to identify thesuccess factors of SMA usage and develop a set of metric based on the success factorsusing research model that have been developed in the past. Information SystemSuccess Model (ISSM) were studied and chosen as the reference model for this studybecause the model is suitable and have been used by other researchers in studiesregarding social media and SMA. ISSM contains several success factors like systemquality, service quality and information quality that affect the user satisfaction and useof a system, where this model were modified in this study with the addition ofnetworking quality and perceive privacy factors. This study were conducted on 380Universiti Utara Malaysia (UUM) students and after analysing the data collected, allproposed success factors except of service quality were found to have a positive impacttowards user satisfaction and usage. The success factors were included in the metricdesign and the metric were presented in an evaluation form for SMA developer inMalaysia to evaluate and applied the metric in their SMA.


2018 ◽  
Vol 14 (1) ◽  
pp. 107-122
Author(s):  
Pietro Murano

Purpose This paper aims to present a new user interface design for text proofreading portals in a digitization and crowdsourcing context. Several of the current proofreading portals lack usability in their user interfaces. The aim of the new design is to increase user performance and satisfaction. Design/methodology/approach An empirical experiment has been conducted to evaluate the new user interface as a comparison with 18thConnect – TypeWright proofreading portal. Two of the main measures involved times and errors and this approach is considered to be good for these kinds of measures allowing a good degree of control. Nevertheless, personal opinions are also very important and these are elicited by means of a post-experiment questionnaire. Findings The data were statistically analysed and overall the new user interface helped users to perform better in terms of task time. Errors were also better with the new user interface, but the differences were not statistically significant. Furthermore, users were more satisfied with the new user interface. User satisfaction measures were mostly statistically significant. Originality/value As far as has been ascertained, there have been no systematic studies evaluating a new design with an existing design of a proofreading portal. Therefore, this research is considered to be original, and if implemented widely, it would be very valuable to the mass digitization aims.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Timmy H. Tseng ◽  
Crystal T. Lee ◽  
Hsiao-Ting Huang ◽  
Wei Hao Yang

PurposeDue to fierce competition in the mobile retailing market, it is desirable to identify the success factors driving consumers to reuse a mobile shopping application. This research intends to develop a model for mobile shopping app success by integrating an e-commerce systems success (ESS) model and sales promotion benefits and parasocial interaction literatures.Design/methodology/approach302 useable online questionnaires were obtained. The data analysis was conducted using the structural equation modelling.FindingsThe results indicate the validity of the ESS model in predicting consumers' reuse intention of mobile shopping apps where three quality dimensions of system, information and service facilitate both perceived value and user satisfaction, which in turn generates reuse intention. Furthermore, savings and entertainment denoting the utilitarian and hedonic sales promotion benefits have positive impact on perceived value but have no influence on satisfaction. Parasocial intention between consumers and sellers facilitates both value perception and satisfaction.Originality/valueThis research contributes to the mobile retailing literature by identifying the success factors driving consumers' continuance intention of mobile shopping apps. Theoretically, it validates and extends the ESS model in mobile shopping app context by identifying savings, entertainment and parasocial interaction as additional success factors. Based on the findings, two approaches are proposed to suggest mobile retailers design a successful mobile shopping app.


2020 ◽  
Vol 40 (2) ◽  
pp. 195-203
Author(s):  
P. Balasubramanian ◽  
A.P. Shanmugam

Author(s):  
Kuanchin Chen ◽  
Hy Sockel ◽  
Louis K. Falk

Usability is an acknowledged important aspect of any system or product design. Many times it is related to not only product features, but also ultimately profit that can be generated from the product. Good interface design promotes higher mutuality (feeling similar and connected), which in turn leads to higher levels of involvement and a favorable impression of credibility. Many practitioners and researchers (such as Jakob Nielsen, 2000) have elaborated on usability aspects, but few have agreed upon a unifying definition. In 1998 the International Organization for Standardization (ISO) defined usability as the “Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use” (ISO 9241-11, 1998, p. 2). From this definition it can be construed that effectiveness, efficiency, and satisfaction are three pillars for usability measures. In this regard, the ISO defines: • Effectiveness as the “accuracy and completeness with which users achieve specified goals,” • Efficiency as the “resources expended in relation to the accuracy and completeness with which users achieve goals,” and • Satisfaction as the “freedom from discomfort, and positive attitudes towards the use of the product.” The ISO standard acknowledges that the level of usability depends highly on the intended context of use (e.g., users, hardware, software, and social environments). Researchers have demonstrated that the three ISO usability components are distinct. Frøkjær, Hertzum, and Hornbæk (2000) found only a weak relationship among the three usability components. Walker, Fromer, Di Fabbrizio, Mestel, and Hindle (1998) found that efficiency did not translate into user satisfaction. These empirical studies suggest that efficiency, effectiveness, and satisfaction may be independent aspects of usability and a causal relationship among them may be weak or even nonexistent.


Author(s):  
Ali Shiri

This chapter introduces a new category of digital library user interfaces called metadata-enhanced visual interfaces. Drawing on the earlier information retrieval visual interfaces that have made use of thesauri, this chapter will review and analyze metadata-enhanced visual interfaces to digital libraries based on two key variables, namely metadata elements used for visualization purposes and visual metaphors incorporated into the user interfaces. The aim of this study is to inform the design of visual interfaces for digital libraries through bringing together issues that have roots in such communities as information retrieval, digital libraries, human-computer interaction, and metadata. The findings of this study provide design ideas and implications for digital library interface design in terms of the various metadata-based information search and retrieval features for visualization purposes.


Author(s):  
S. Muthuvennila ◽  
P. Kannan

This chapter deals with the purpose of library resources and services stratification of users of Alagappa University. Users are the most vital component of libraries. Alagappa University Central Library provided the various types of services in RFID, Web OPAC, SMS and e-mail alerts, ETD, DLNET service, mobile-based digital services, etc. The study covers 76 scholars out of 82 questionnaires distributed. The questionnaires were distributed in 10 departments in the Faculty of Arts in Alagappa University. The statistical techniques used for the analysis of data are the frequency, cross tables, descriptive statistics. This chapter describes the use of resources and services, library services, services provided to the users, e-resources access at Alagappa University, scope and limitations of the study, and objectives for using the resources and services. Alagappa University research scholars mostly used the library resources and services.


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