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HCI in Business

Overview of attention for book
Cover of 'HCI in Business'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Social Media Analytics with Facebook - The Case of Higher Education Institutions
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    Chapter 2 Engaging Online Review Writing Experience: Effect of Motivational Affordance on Review Quality
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    Chapter 3 Topic-Based Stance Mining for Social Media Texts
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    Chapter 4 What Do Patients of Different Medical Illness Say About Their Doctors Online? An Analysis of Online Physician Reviews
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    Chapter 5 Privacy by Design: Examining Two Key Aspects of Social Applications
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    Chapter 6 To Believe or Not to Believe a Call to Action: An Empirical Investigation of Source Credibility
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    Chapter 7 Understanding the ‘Quality Motion’ of Wikipedia Articles Through Semantic Convergence Analysis
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    Chapter 8 Social Media in Health Care
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    Chapter 9 The Value of Expert vs User Generated Information in Online Health Communities
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    Chapter 10 A Study of the Uses of Instant Messaging in the Government Offices
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    Chapter 11 Leveraging Social Media for the Fishing Industry: An Exploratory Study
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    Chapter 12 The Design of IdeaWorks: Applying Social Learning Networks to Support Tertiary Education
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    Chapter 13 Contribute Knowledge Continuously or Occasionally?
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    Chapter 14 The New Way of Social Connecting for the Elderly Through Smart Home Applications
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    Chapter 15 The Effect of Structural Holes on Social Capital and Individual Performance Within Social Media Networks
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    Chapter 16 Serving the Social Customer: How to Look Good on the Social Dance Floor
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    Chapter 17 Are Spectacles the Female Equivalent of Beards for Men? How Wearing Spectacles in a LinkedIn Profile Picture Influences Impressions of Perceived Credibility and Job Interview Likelihood
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    Chapter 18 Mining Social Media for Enhancing Personalized Document Clustering
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    Chapter 19 The Influence of Individual Affective Factors on the Continuous Use of Mobile Apps
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    Chapter 20 Identifying Appraisal Expressions of Online Reviews in Chinese
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    Chapter 21 The Impact of Usability on Patient Safety in Long-Term Care
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    Chapter 22 The Knowledge Gap: Providing Situation-Aware Information Assistance on the Shop Floor
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    Chapter 23 An Interactive Assessment Instrument to Improve the Process for Mobile Service Application Innovation
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    Chapter 24 The Influence of Location and Social Network on Customers’ Acceptance of Mobile Marketing: Evidence from Group Buying Field Experiment
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    Chapter 25 Dishonest Behavior at Self-Service Checkouts
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    Chapter 26 Consumer Adoption of Social Commerce
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    Chapter 27 Helping Customers Help Themselves – Optimising Customer Experience by Improving Search Task Flows
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    Chapter 28 Digital Rights Strategies in a Virtual World Marketplace
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    Chapter 29 UX and Usability on Smart TV: A Case Study on a T-commerce Application
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    Chapter 30 Research on Virtual Item Purchase Intention in Taking Part in Mobile Device Games: Taking the Middle and Old Aged Players for Example
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    Chapter 31 Key Factors in Developing Omnichannel Customer Experience with Finnish Retailers
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    Chapter 32 The Role of Brand Loyalty and Social Media in E-Commerce Interfaces: Survey Results and Implications for User Interfaces
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    Chapter 33 The Mediating Role of Perceived Security: An Empirical Study of Mobile Wallet Adoption in USA
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    Chapter 34 Productpedia – A Collaborative Electronic Product Catalog for Ecommerce 3.0
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    Chapter 35 The Moderating Role of Perceived Effectiveness of Provider Recommendations on Consumers’ Satisfaction, Trust, and Online Repurchase Intention
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    Chapter 36 An Exploratory Study of Website Localization Strategies: The Effect of Exogenous Factors
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    Chapter 37 Consumers’ Purchase Intention of Online Product Customization Using Different Terminals with/without Default Template
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    Chapter 38 An Empirical Study of User Decision Making Behavior in E-Commerce
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    Chapter 39 Exergames for Older Adults: Towards Sustainable and Transferrable Health Benefits
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    Chapter 40 Reimagining Project Management Applications via Gamification
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    Chapter 41 A Study on Mobile Fitness Application Usage
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    Chapter 42 Developing a Context Model of Process Variants for Business Process Integration
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    Chapter 43 Designing Enterprise System Information Architecture Using Task Data
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    Chapter 44 Kindle: How Gamification Can Motivate Jobseekers
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    Chapter 45 Enhancing User Experience of Enterprise Systems for Improved Employee Productivity: A First Stage of Case Study
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    Chapter 46 Designing Mobile Applications for Organizational Routines
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    Chapter 47 Infusing User Experience into the Organizational DNA of an Enterprise IT Shop
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    Chapter 48 Effects of the Use of Points, Leaderboards and Badges on In-Game Purchases of Virtual Goods
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    Chapter 49 Teleworkers and Their Use of an Enterprise Social Networking Platform
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    Chapter 50 Element Prioritization for Online Service Identity Management
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    Chapter 51 Gamification and Persuasion of HP IT Service Management to Improve Performance and Engagement
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    Chapter 52 Low Ambiguity First Algorithm: A New Approach to Knowledge-Based Word Sense Disambiguation
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    Chapter 53 A Data Visualization System for Considering Relationships Among Scientific Data
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    Chapter 54 Design of Marketing Scenario Planning Based on Business Big Data Analysis
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    Chapter 55 Applying the Rules of Image Construction to Graphical Representation of Infection Prevention Contextual Data in a Communicable Format
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    Chapter 56 Design on the BPEL Engine Generator for Adding New Functions
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    Chapter 57 A Dynamic Weighted Majority Algorithm for Dynamic Data Relationships Concept Drift Detection
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    Chapter 58 Enhancing the Explanatory Power of Intelligent User Interfaces with Diagrams
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    Chapter 59 A Comparison of Hybrid Neural Network Based Breast Cancer Diagnosis Systems
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    Chapter 60 Rule-based Medical Decision Support Portal for the Emergency Department
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    Chapter 61 Why Innovations of Capital Market IT Systems Fail to Diffuse into the General Public?
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    Chapter 62 A Critical Examination of the Causes of Failed IS Implementation: A Review of the Literature on Power and Culture
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    Chapter 63 HCI in Business: A Collaboration with Academia in IoT Privacy
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    Chapter 64 The Smart Steering Wheel Cover Design: A Case Study of Industrial-Academic Collaboration in Human-Computer Interaction
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    Chapter 65 A Literature Review for Open Source Software Studies
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    Chapter 66 Cross-Cultural Research in IS: An Updated Review Since 2005
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    Chapter 67 Usage Diversity, Task Interdependence and Group Innovation
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    Chapter 68 Creating Greater Synergy Between HCI Academia and Practice
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    Chapter 69 Ambient and Aesthetic Intelligence for High-End Hospitality
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    Chapter 70 Vision 2020: The Future of Software Quality Management and Impacts on Global User Acceptance
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    Chapter 71 Early-Stage Software Start-up Survival: the Effects of Managerial Actions on Firm Performance
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    Chapter 72 An Architecture-Oriented Design Method for Human-Computer Interaction Systems
Overall attention for this book and its chapters
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Mentioned by

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3 news outlets
blogs
1 blog
twitter
6 X users
wikipedia
1 Wikipedia page

Citations

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3 Dimensions

Readers on

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310 Mendeley
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Title
HCI in Business
Published by
Springer International Publishing, January 2015
DOI 10.1007/978-3-319-20895-4
ISBNs
978-3-31-920894-7, 978-3-31-920895-4
Editors

Fiona Fui-Hoon Nah, Chuan-Hoo Tan

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 310 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Brazil 3 <1%
United States 2 <1%
Cyprus 1 <1%
Ecuador 1 <1%
Sweden 1 <1%
Colombia 1 <1%
United Kingdom 1 <1%
Finland 1 <1%
Spain 1 <1%
Other 1 <1%
Unknown 297 96%

Demographic breakdown

Readers by professional status Count As %
Student > Master 68 22%
Student > Ph. D. Student 61 20%
Student > Bachelor 46 15%
Student > Doctoral Student 19 6%
Researcher 18 6%
Other 43 14%
Unknown 55 18%
Readers by discipline Count As %
Computer Science 82 26%
Business, Management and Accounting 55 18%
Social Sciences 29 9%
Engineering 21 7%
Economics, Econometrics and Finance 13 4%
Other 42 14%
Unknown 68 22%