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1.
Feedback is an important component of any dynamic system, and should receive attention as a design issue in information systems. The study presents a model which shows the function of feedback in management information systems. The potential effect of task-specific feedback on the judgement of the decision-maker is tested empirically. Both the model and empirical results provide guidance about the role of feedback in information systems design. Empirical results demonstrate that there remains a strong bias towards overconfidence even with feedback. However, the presence of immediate feedback does lower confidence and raise decision quality.  相似文献   

2.
This paper analyzes the relationships between selected aspects of organizational culture and IT-Strategy in public sector units (PSUs). Organization culture, which is treated as a shared set of norms and values, is analyzed with respect to IT-Strategies. Organizational culture is assessed in terms of innovative, supportive and bureaucratic cultures. IT strategy is viewed as comprising six generic strategies, namely, centrally planned, leading edge, scarce resource, necessary evil, monopoly and free market. The data on which conclusions were drawn arises from a nation-wide survey covering 72 public sector organizations in India. In addition to the survey research, we conducted an in-depth case study of State Bank of India. This yearlong study commenced in 1996. Statistically significant findings show that it is the innovative element of a PSUs organizational culture that is associated with a delineable IT strategy. Leading edge, free market, and monopoly IT-strategies are found to be related to innovative components of organizational culture. Monopoly and scarce resource strategies are associated with supportive and bureaucratic cultures, respectively. Our case study validates some of these findings in a large bank. Implications for practice as well as research are provided.  相似文献   

3.
A family of test data adequacy criteria employing data-flow information was previously proposed, and a theoretical complexity analysis was performed. The author describes an empirical study to determine the actual cost of using these criteria. The aim is to establish the practical usefulness of these criteria in testing software and provide a basis for predicting the amount of testing needed for a given program. The first goal of the study is to confirm the belief that the family of software testing criteria considered is practical to use. An attempt is made to show that even as the program size increases, the amount of testing, expressed in terms of the number of test cases sufficient to satisfy a given criterion, remains modest. Several ways of evaluating this hypothesis are explored. The second goal is to provide the prospective user of these criteria with a way of predicting the number of test cases that will be needed to satisfy a given criterion for a given program. This provides testers with a basis for selecting the most comprehensive criterion that they can expect to satisfy. Several plausible bases for such a prediction are considered  相似文献   

4.
The current study examined the potential moderating effects of motion capture technology and participants’ own level of psychoticism on their hostility and aggressive thoughts after playing violent video games. A total of 118 participants (68 females, 50 males) first completed a measure of psychoticism and then played either a violent video game or a non-violent video game using either a traditional controller or motion capture controls. Immediately after the video game play period, participants’ current level of hostility and aggressive cognitions were assessed using self-report questionnaires. Results indicated that the use of motion capture controls did not increase the negative effects of violent video games. However, participants with elevated levels of psychoticism were much more affected by violent video games than other participants. Such findings suggest that only some individuals are adversely affected by violent video games and that those who are affected have preexisting dispositions which make them susceptible to such violent media.  相似文献   

5.
As one of the most common authentication methods, passwords help secure information by granting access only to authorized parties. To be effective, passwords should be strong, secret, and memorable. While password strength can be enforced by automated information technology policies, users frequently jeopardize secrecy to improve memorability. The password memorability problem is exacerbated by the number of different passwords a user is required to remember. While short-term memory theories have been applied to individual-password management problems, the relationship between memory and the multiple-password problem has not been examined. This paper treats the multiple-password management crisis as a search and retrieval problem involving human beings’ long-term memory. We propose that interference between different passwords is one of the major challenges to multiple-password recall and that interference alleviation methods can significantly improve multiple-password recall. A lab experiment was conducted to examine the effectiveness of two interference alleviation methods: the list reduction method and the unique identifier method. While both methods improve multiple-password recall performance, the list reduction method leads to statistically significant improvement. The results demonstrate the potential merit of practices targeting multiple-password interference. By introducing long-term memory theory to multiple-password memorability issues, this study presents implications benefiting users and serves as the potential starting point for future research.  相似文献   

6.
《Information & Management》2001,38(5):299-306
This paper analyses consumer attitudes towards Internet-based e-shopping. It aims to provide a theoretically and empirically grounded initial reference position, against which later research can explore and interpret the effects of changes in variables representing consumer preferences and shifts in these preferences on the success or failure of B2C e-commerce over the Internet. Because of the opportunity to sample at the outset and of ceteris paribus conditions following from the tendency for other factors such as e-transactions cost to remain small and constant, Singapore data were employed. Regression analysis shows that the life content of products, transactions security, price, vendor quality, IT education and Internet usage significantly affect the initial willingness of Singaporeans to e-shop on the Internet. Generalising, we suggest that Internet-based B2C e-commerce can profitably be introduced or promoted along similar dimensions in socio-geographically and technologically similar situations.  相似文献   

7.
Comprehending object and process models: an empirical study   总被引:1,自引:0,他引:1  
We report the results of an empirical study comparing user comprehension of object oriented (OO) and process oriented (PO) models. The fundamental difference is that while OO models tend to focus on structure, PO models tend to emphasize behaviour or processes. Proponents of the OO modeling approach argue that it lends itself naturally to the way humans think. However, evidence from research in cognitive psychology and human factors suggests that human problem solving is innately procedural. Given these conflicting viewpoints, we investigate empirically if OO models are in fact easier to understand than PO models. But, as suggested by the theory of cognitive fit, model comprehension may be influenced by task-specific characteristics. We therefore compare OO and PO models based on whether the comprehension activity involves: 1) only structural aspects, 2) only behavioral aspects, or 3) a combination of structural and behavioral aspects. We measure comprehension through subjects' responses to questions designed along these three dimensions. Results show that for most of the simple questions, no significant difference was observed insofar as model comprehension is concerned. For most of the complex questions, however, the PO model was found to be easier to understand than the OO model. In addition to describing the process and the outcomes of the experiments, we present the experimental method employed as a viable approach for conducting research into various phenomena related to the efficacy of alternative systems analysis and design methods. We also identify areas where future research is necessary, along with a recommendation of appropriate research methods for empirical examination  相似文献   

8.
《Information & Management》2002,39(4):283-295
Consumer attitudes toward the usefulness of and willingness to use Internet e-retail banking were identified and measured. Our survey was undertaken in Singapore, because its geography and well-developed infrastructure implied similar and small physical- and tele-communication costs, thereby highlighting the differences between traditional and Internet-based retail banking upon the latter’s introduction. The data showed that expectations of accuracy, security, network speed, user-friendliness, user involvement and convenience were the most important quality attributes underlying perceived usefulness. Regression discovered that willingness to use depended significantly on the first five factors, allowing the interdependencies or marginal rates of substitution between them to be estimated. Our results draw attention to demand-side changes in explaining the recent slowdown in Internet e-retail banking, and may also be useful for development planning and marketing.  相似文献   

9.
《Ergonomics》2012,55(4):765-780
Abstract

Knowledge structure refers to the manner in which a human organizes knowledge with a given domain. Research has identified knowledge structure as a determinant of the human ability to perform cognitive-oriented tasks. Yet uncertainty still exists about how to improve an individual's cognitive task performance through the controlled utilization of the individual's knowledge structure. The purpose of this study is to investigate whether the development of individual's knowledge structure in a particular domain can be manipulated through training. The experiment utilized the manufacturing domain of plastic extrusion machine operation. Sixteen subjects, having no previous knowledge of the domain, were randomly assigned to one of two experimental groups. Each of the experimental groups corresponded to a distinct training condition. Over a three-day period, both training groups received the same instructional content; however, the sequence in which the training material was presented differed. One group initially received the abstract, conceptual relationships between domain concepts, followed by more detailed relationships associated with the lower level aspects of the domain. The other group received the training material in the reverse order; i.e. the lower level information followed by the abstract. Prior to and concluding the training sessions, each individual's knowledge structure was assessed along two dimensions, hierarchical levels and multiple relations, through a computer-based measurement technique.entitled KSAT. The group which received the abstract relationships first showed significant improvement following training along both dimensions of knowledge structure. No significant changes in the knowledge structure dimensions were found for the group which received the lower level relationships first. This study suggests that an individual's knowledge structure can be manipulated through training, with a significant effect being attributed to the training sequence of abstract material followed by the more detailed material.  相似文献   

10.
A laboratory experiment was conducted to assess the basic theory and extensions to the theory for recursive tasks across programming languages. The experiment used 34 LISP and 48 PASCAL computer science students in two repeated measures designs. Findings of the study are reported and analyzed. The results strongly suggest that investigation of programming constructs should take place in the context of specific programming languages. Since a number of languages provide similar kinds of programming constructs, it is difficult for programmers to choose those implementations that best suit their needs. One way of encouraging the use of desirable constructs would be to develop languages adapted to certain types of tasks. Such an approach would inherently lead to cognitive fit and the attendant performance benefits would be realized  相似文献   

11.
Most of the empirical evaluations of active learning approaches in the literature have focused on a single classifier and a single performance measure. We present an extensive empirical evaluation of common active learning baselines using two probabilistic classifiers and several performance measures on a number of large datasets. In addition to providing important practical advice, our findings highlight the importance of overlooked choices in active learning experiments in the literature. For example, one of our findings shows that model selection is as important as devising an active learning approach, and choosing one classifier and one performance measure can often lead to unexpected and unwarranted conclusions. Active learning should generally improve the model’s capability to distinguish between instances of different classes, but our findings show that the improvements provided by active learning for one performance measure often came at the expense of another measure. We present several such results, raise questions, guide users and researchers to better alternatives, caution against unforeseen side effects of active learning, and suggest future research directions.  相似文献   

12.
Iterative development increasingly seeks to incorporate design modification and continuous refactoring in order to maintain code quality even in highly dynamic environments. However, there does not appear to be consensus on how to do this, especially because research results seem to be inconsistent. This paper presents an empirical study based upon an industry survey of refactoring practices and attitudes. The study explored differences in attitudes about refactoring among participants who played roles in software development, and how these different attitudes affected actual practice. The study found strong agreement among all roles about the importance of refactoring, and agreement about the negative effects upon agility of deferring refactoring. Nevertheless, the survey found that roles had different perspectives on the different kinds of tasks in an agile process. Accordingly, there was no universally agreed-upon strategy for how to plan to carry out refactoring. Analysis of the survey results has raised many interesting questions suggesting the need for a considerable amount of future research.  相似文献   

13.
This paper describes empirical research into agile requirements engineering (RE) practices. Based on an analysis of data collected in 16 US software development organizations, we identify six agile practices. We also identify seven challenges that are created by the use of these practices. We further analyse how this collection of practices helps mitigate some, while exacerbating other risks in RE. We provide a framework for evaluating the impact and appropriateness of agile RE practices by relating them to RE risks. Two risks that are intractable by agile RE practices emerge from the analysis. First, problems with customer inability and a lack of concurrence among customers significantly impact agile development. Second, risks associated with the neglecting non‐functional requirements such as security and scalability are a serious concern. Developers should carefully evaluate the risk factors in their project environment to understand whether the benefits of agile RE practices outweigh the costs imposed by the challenges.  相似文献   

14.
This study seeks a better understanding of information-sharing behavior in online consumption communities by investigating both the antecedents and moderating mechanisms of such behavior. Using self-reported data collected over two periods, along with objective behavioral data, the authors show that a reciprocity norm functions as a proximal determinant of information-sharing behavior. This norm also channels the effects of social, hedonic, and utilitarian community values on sharing behavior. The results reveal that the conversion of reciprocity norms into information-sharing behavior depends on individual and contextual conditions. These significant insights reflect the integration of consumer resource allocation theory with a reciprocity framework to establish an explanatory platform for members’ information-sharing behavior in online communities. Both theoretical and practical implications are discussed.  相似文献   

15.
In this paper we analyse the state of women in IT occupations in the UK. Although the growing UK IT industry is experiencing skills shortages, there is a declining trend in the representation of women. Using data from nationwide surveys and case study research, the paper aims to increase our understanding of gender occupational segregation in the UK IT industry. Our findings suggest that even though the IT industry does not exclude women, it does little to promote them or even to retain them in the field.  相似文献   

16.
This paper describes an empirical study that addresses the issue of communication among members of a software development organization. In particular, data was collected concerning code inspections in one software development project. The question of interest is whether or not organizational structure (the network of relationships between developers) has an effect on the amount of effort expended on communication between developers. The independent variables in this study are various attributes of the organizational structure in which the inspection participants work. The dependent variables are measures of the communication effort expended in various parts of the code inspection process, focusing on the inspection meeting. Both quantitative and qualitative methods were used, including participant observation, structured interviews, generation of hypotheses from field notes, statistical tests of relationships, and interpretation of results with qualitative anecdotes. The study results show that past and present working relationships between inspection participants affect the amount of meeting time spent in different types of discussion, thus affecting the overall inspection meeting length. Reporting relationships and physical proximity also have an effect. The contribution of the study is a set of well-supported hypotheses for further investigation  相似文献   

17.
The object-oriented methodology for systems analysis and design has generated considerable interest recently. Object-orientation represents a fundamental shift in focus from the traditional process-oriented approaches that have dominated software development for over two decades. Although there is anecdotal evidence to suggest that systems analysts experienced in process-oriented modeling approaches will find it difficult to apply objective-oriented methodologies, there is no empirical work investigating the relationship between a procedural mindset and an ability to learn and apply object-oriented concepts. Prior research in human problem solving, however, suggests that the efficacy of a systems analysis and design methodology should be judged in the context of the task to which it is applied. To explore the effects of prior experience and task characteristics on performance in systems analysis and design, we conducted an experiment in which two groups of subjects applied the object-oriented methodology to two types of tasks, one process-oriented and the other object-oriented. One group had significant prior experience in process-oriented methodologies, while the other group had no formal experience. Both groups were provided identical training in object-oriented analysis and design prior to the experiment. The results of the study suggest that both prior experience and task characteristics play a role in determining performance. The implications that follow for research and practice are discussed.  相似文献   

18.

Software architecture involves a series of decisions based on many factors in a wide range of software development. Architects face recurring issues in different software architecture design, and to reduce huge cost and risks, software architecture decisions can rely on a set of idiomatic patterns commonly named architectural styles or patterns. Architectural pattern determines the vocabulary of components and connectors that are used in instances of the pattern together with a set of constraints to combine the two. Little contemporary data exists to document actual practices used by software professionals when selecting and incorporating architectural patterns for their projects in industry. Therefore, a comprehensive survey of software professionals was conducted to attempt to discover these practices. This exploratory survey and its quantitative results offer opportunities for further interpretation and comparison. Data from this survey are presented in this paper and include characteristics of projects, practices, organizations, and practitioners related to the usage of architectural patterns. Some of the notable findings include that architectural patterns are widely used in software projects with the Model–View–Controller being the most common. Despite reported difficulties in incorporating architectural patterns, the majority of the software professionals revealed that patterns were the most essential for completing the projects. The most difficult pattern to implement and the most expensive to adopt was the peer-to-peer, while the easiest was the client–server.

  相似文献   

19.
The integration of quality management initiatives, particularly total quality management (TQM), and ergonomics has received increasing attention from scholars and practitioners. Above all, the question of how TQM programs relate to ergonomic aspects of organizational design and culture is at the center of this discussion. This study examines how elements of a "typical", Deming-inspired, TQM program in the public sector interact with the work environment. Elements of the TQM program were defined and measured using the Malcom Baldridge Award criteria. The specific elements examined were "Management Support of Quality", "Information and Analysis", "Human Resources", "Processes and Quality Results", and "Customer Focus and Satisfaction". The relationship between these TQM elements and the work environment were defined through five separate hypotheses. The work environment was described by the constructs "Supervisor Support", "Task Clarity", "Task Orientation", and "Innovation". Data were obtained through survey questionnaires administered to employees of four departments in a municipal government organization. Results supported three of the hypotheses, but produced some unanticipated outcomes with regard to the other two. Namely, "Management Support of Quality" was significantly related to "Supervisor Support", "Task Orientation", "Task Clarity" and "Innovation"; "Human Resources" was significantly related to "Supervisor Support"; "Processes and Quality Results" was significantly related to "Task Orientation" and "Innovation". Contrary to predicted "Information and Analysis" was negatively related to "Innovation", and "Customer Focus" was unrelated to any of the outcome variables. The relationships between these TQM elements and work environment dimensions are discussed. Implications for TQM and ergonomic practice are analyzed, and directions for future research proposed.  相似文献   

20.
The technical architecture of an IT application is a critical determinant of its successful development. Complementing the software engineering viewpoint, this paper adopts a broader perspective to the design of IT applications and subsequent project success. It reports on a recent empirical study of factors that influence the design of IT application architectures. It identifies five influencing factors that are significantly associated with variation in the time-budget performance of the subsequent development project. Further, it finds that the projects can be classified according to these five attributes into four types that exhibit clear performance differences. The paper infers recommendations for good practice in IT application architecture design, contributes a detailed instrument for research into the area, compares with findings from software engineering, and raises issues for further study.  相似文献   

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