Quality of experience and learning in information systems : incorporating learning and ethics into characterizations of quality of experience / Josephina Antoniou.

The book shows how researchers, practitioners, and designers can improve user experiences with technology by understanding various user learning styles and characteristics when they interact with new and challenging applications and interfaces. Quality of experience in this new technological environ...

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Bibliographic Details
Main Author: Antoniou, Josephina
Format: Electronic eBook
Language:English
Published: Cham : Springer, [2021]
Series:EAI/Springer innovations in communication and computing.
Subjects:
Online Access:Click for online access
Table of Contents:
  • Intro
  • Preface
  • Contents
  • Chapter 1: Quality of Experience and Emerging Technologies: Considering Features of 5G, IoT, Cloud and AI
  • 1.1 Introduction
  • 1.2 Characteristics of 5G
  • 1.3 Characteristics of IoT
  • 1.4 Characteristics of the Cloud
  • 1.5 Characteristics of AI Applications
  • 1.6 Discussion
  • References
  • Chapter 2: Adopting New Educational Technologies and the Need for Digital Pedagogies
  • 2.1 Introduction
  • 2.2 Characteristics of Digital Pedagogies
  • 2.3 Characteristics of Digital Citizenship
  • 2.4 Characteristics of Responsible Research and Innovation
  • 2.5 Characteristics of Responsible Digital Citizenship Education
  • 2.6 Characteristics of Whole-School and Whole-Child Approaches
  • 2.7 Discussion
  • References
  • Chapter 3: New Technological Learning Environments: Tensions Between Teaching and Learning in Groups and Consideration of Learning Styles to Improve Quality of Student Experience
  • 3.1 Introduction
  • 3.2 Learning Preferences and User Experience
  • 3.3 Learning Styles and e-Learning
  • 3.4 Model Educational Scenarios
  • 3.5 Using Game Theory for Scenario Modelling
  • 3.6 Mixed Learning Delivery Strategy Scenario
  • 3.7 Information Processing Styles Scenario
  • 3.8 Flipped Classroom Scenario
  • 3.9 Discussion
  • References
  • Chapter 4: Cloud Computing: Considering Trust as Part of the User Quality of Experience
  • 4.1 Introduction
  • 4.2 Cloud Services
  • 4.3 Cloud Pricing and Deployment Models
  • 4.4 Cloud Security
  • 4.5 Trust in Cloud Interactions
  • 4.6 The Trust Game Model
  • 4.6.1 Introducing Nature in the Model
  • 4.6.2 Understanding the User Perspective
  • 4.6.3 Understanding the Provider Perspective
  • 4.6.4 The Extensive Form of the Game
  • 4.6.5 The Normal Form of the Game
  • 4.6.6 A Closer Look at the Game Payoffs
  • 4.7 Discussion
  • References
  • Chapter 5: Modern Technology Interfaces: Usability, Sociability Challenges and Decision-Making
  • 5.1 Introduction
  • 5.2 User Experience Design
  • 5.3 Emotional Design
  • 5.4 Sociability in Design
  • 5.5 Designing for Mentors and Mentees
  • 5.6 Mentor Selection Model
  • 5.7 Mentor-Mentee Interaction Model
  • 5.8 Repeated Interaction Model
  • 5.8.1 Three Numerical Examples of Repeated Interactions
  • 5.9 Adding a Rating Variable to Support Mentor Selection
  • 5.9.1 Evaluating Adaptive Future Interactions
  • 5.10 Discussion