Digital Content Management
Saeed Ghaffari; Masoud Bakhtiari
Abstract
Abstract
The purpose of this research is to evaluate user interface in English web pages of selected national digital libraries based on the existent criterias in the resources for proposing a suitable interface for digital library of Payame Noor University. The method of research was according to survey ...
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Abstract
The purpose of this research is to evaluate user interface in English web pages of selected national digital libraries based on the existent criterias in the resources for proposing a suitable interface for digital library of Payame Noor University. The method of research was according to survey and descriptive methods. A check list included 10 main criterions and 114 minor criterions used to evaluate. The statistical population included digital libraries from different countries include America, Austalia, France, Swiss, Newzeland, Netherland, Poland, Japan, India and Italy. SPSS software and Excel were used to analyse data . The theory and questions were tested by t-testand Friedman-test. The conclusions suggested that 50% of criterions were considered by 50% of libraries. American library was the first one with 70/40% in considering the criteria. France with 62/07% and Swiss with 40/12% were the second and the third one in considering the criteria, respectively. Also interface language with 6/68% used more than the other criterions. User control used with 6/68% used less than the other criterias. Looking at the observed components, it is clear that most of the libraries have been successful in complying with the general criteria and most of the points obtained are related to the compliance of the general criteria.
Keywords: Digital library, User interface, Evaluation research, Evaluation criteria.
Mitra Samiei; Reza Rajabali Beglou; Fateme Tak
Abstract
The present research has been done with a view to identifying gamification components in association with users' experience in the services of digital libraries. Typically, the research method has been a developmental and systematic review, and essentially an analytic one. The data collection was carried ...
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The present research has been done with a view to identifying gamification components in association with users' experience in the services of digital libraries. Typically, the research method has been a developmental and systematic review, and essentially an analytic one. The data collection was carried out based on three major components: gamification, user experience, and digital library services. 164 resources related to the three components have been found. After filtering the resources in three phases, 12 resources in the first phase and 41 resources in the second phase were omitted and the remainder exactly 37 resources which were more closely related to the gamification components in the interaction with the user`s experience of digital library services, were identified, ranked and analyzed.The Findings show that gamification elements for digital library services include: certificate, achievement, membership law, ranking, digital products, signs, status and position, money, lottery, the Boss game, reward, present, feedback, navigation pages, Avatar, score, badges, narratives, prizes and badges collections and finally the results arising from the investigation of these components and analysis of the conceptual connection among them, show that the use of gamification elements for any digital library services develop the components “dynamism” and “gamification stimulants” such as competitiveness, attractiveness, excitement, hopefulness, challenge, victory and, etc in the users and that ultimately leads to the utilization of digital library services and user`s satisfaction.
Maryam Moghadami; Hassan Mantegh; Mila Malekolkalami
Abstract
One of the most important issues for libraries in the age of digital transformation is digital content management from the perspective of resource digitization. The purpose of this article is to examine the challenges of implementing and implementing digital libraries in Iran and to provide solutions ...
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One of the most important issues for libraries in the age of digital transformation is digital content management from the perspective of resource digitization. The purpose of this article is to examine the challenges of implementing and implementing digital libraries in Iran and to provide solutions to solve it.In this study, using a review of the literature research, the challenges of building and launching digital libraries in Iran were investigated. Then, with using likert scale,the challenge ranked by experts in the field of digital library construction in Iran. These challenges were weighted using the AHP Analytic Hierarchy method. Finally, a framework was devised to solve them.Based on findings there are issues and challenges in the field of human force, copyright and legal issues, information security and protection, confusion in the organization of digital resources, lack of budget, difficulty in accessing digital library software, and its distance from global standards.To solve the challenges of building a digital library, it is necessary to pay attention to the following solutions: Holding training courses to get acquainted with the operation of digital devices, Fair or free use of works, Use of global data identification system, Set an adequate budget for digitizing resources, Creating constructive interactions between experts in the field of digital libraries inside and outside countries to transfer lessons learned globally.
Golnoush Diyanat; Mohammad Zerehsaz
Abstract
The purpose of this study is to identify the components of information illustration related to user experience in the digital library of Allameh Tabatabai University. The research method is thinking aloud protocol and with a qualitative approach. The study population was undergraduate, graduate and doctoral ...
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The purpose of this study is to identify the components of information illustration related to user experience in the digital library of Allameh Tabatabai University. The research method is thinking aloud protocol and with a qualitative approach. The study population was undergraduate, graduate and doctoral students who were purposefully selected as a sample population of 30 people. Data collection was performed using Morae software, face-to-face observation, researcher's notebook and users' audio files.Findings show that elements such as fonts, color combinations, graphic images and their placement and arrangement in library pages have been of interest to users. Problems include not knowing how to use advanced search, as well as the use of a number of image icons. Based on the evidence, elements such as fonts, color combinations, graphic images, and their placement on page have been important to users. Users considered the suggestion of using animated visual symbols to be necessary to make the appearance attractive and facilitate users' information-seeking behavior, which to a large extent overlaps with and is in line with the principles and basis of information visualization. In this way, the use of eye-catching tools such as blinking characters, in turn, can play a key role in identifying important parts. Using fewer visual elements on the front page to increase the focus of the front page, using navigation features on the search page, and displaying a sequence of retrieved records on the results page were some of the common points that users mentioned.
Ahmadreza varnaseri; Niloufar bayati
Abstract
Abstract: Research methods: Descriptive-surveyThe purpose of research is applicant, using Descriptive-survey. The tool of collecting data is questionnaire and the statistical population of this research is 17 people in charge of computer systems in colleges and 75 students. Data analysis is performed ...
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Abstract: Research methods: Descriptive-surveyThe purpose of research is applicant, using Descriptive-survey. The tool of collecting data is questionnaire and the statistical population of this research is 17 people in charge of computer systems in colleges and 75 students. Data analysis is performed with SPSS software version 22.Findings : This study shows that 84.2% due to lack of budget allocation, 71.2% high skills needed in using digital resources, 84.4% taking 8 years and above time to set up a correct system, 88.2% more than 31 devices, 53% 5 servers 76.5% of the devices have chosen over 75% internet connectivity, 47.2% ADSL, 1mb high bandwidth, high use of fiber optics. Results: Lack of budget allocation can be considered the main problem for not creating a digital library. The level of students' skill in using digital resources is at a good level and this can be a great advantage for the University of Tehran to be able to create information resources needed by students and researchers by creating a digital library and due to the technical infrastructure a digital library can be set up conveniently in colleges.