Purpose: The aim of the article is to evaluate the user interface of one hundred international publisher websites based on the innovative B2C business model. Methodology: The study is an applied survey conducted using an evaluative method. The statistical population of the study includes 100 websites of the top international publishers of scientific publications. The research instrument is a researcher-made checklist based on B2C e-commerce model indicators and inspired by Nielsen's (1993) user interface evaluation model and components, including 52 components in three sections: website appearance, content structure reinforcement, and trust and loyalty. Findings: The contact us component and the same site design in different browsers with 98% compliance, the component of having the necessary functionality and the ability to return to the first page on each page with 95% compliance, and the component of ease of font readability with 91% compliance were the most important for the statistical population among the indicators of trust and loyalty, content structure, and visual appeal, respectively. 83% of the statistical population did not use non-text-sound symbols, and in 75% of the statistical population, there was no possibility of surveying sales works. 69% of the statistical population did not have a sales portal or bookstore representative, and the statistical population had the weakest performance in these three indicators among the indicators of visual appeal, trust and loyalty, and strengthening the structure (content), respectively. Conclusion: The None of the top 100 international scientific publication websites fully accommodates the needs of disabled or handicapped audiences, which is a fundamental flaw in the user interface design accessibility index. To address this weakness, it is suggested that the websites studied adhere to the WCAG standard principles. |
Background and Aim: Gamification refers to the use of game elements in non-game contexts to motivate engagement. This definition is the most comprehensive one presented so far. The term was proposed first in 2002 but it has been prolonged 8 years to attract individuals’’ attention. Gamification has been applied in various contexts according to its capabilities. The current study aims to investigate the concept of gamification and its dimensions in library environment.
Methods: This study used review method as well as comprehensive and systematic study to assess the concept of gamification in accordance with library environment.
Results: The results showed that gamification dimensions could improve the library functions and users’ loyalty. This could help libraries to solve the “engagement crisis”.
Conclusion: Playful engagement is an important approach to help librarians to attract maximum audience in the new information landscape. To achieve this, gamification and its elements can play an important role.
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