an article by Warren Oldreive and Mary Waight (Berkshire Healthcare Foundation NHS Trust, Bracknell, UK) published in Tizard Learning Disability Review Volume 18 Issue 1 (2013)
Abstract
Purpose
The purpose of this paper is to outline a screening protocol that can be used to support the provision of more accessible information.
Design/methodology/approach
The paper presents a series of four case studies of adults with learning disabilities examining the processes of making information accessible considering their literacy and language skills.
Findings
Screening revealed that four individuals required different mechanisms to maximise their ability to access information provided.
Practical implications
The need to complete relevant screening, devise personalised materials and evaluate success is pivotal in the development of accessible information.
Social implications
The provision of appropriate accessible information with evidenced positive outcomes is fundamental to reducing risk and increasing social inclusion.
Originality/value
This paper summarises a new approach to information provision based on screening, decision making and review. It will be of interest to a range of professionals tasked with the responsibility of providing accessible information to individuals with varying and complex needs who may lack functional literacy skills. This may include completion of capacity screening.
Showing posts with label information_services. Show all posts
Showing posts with label information_services. Show all posts
Monday, 14 January 2013
Tuesday, 8 May 2012
Second Life in the library: an empirical study of new users’ experiences
an article by Christopher Peter Clarke (Nankai University, Tianjin, People’s Republic of China) published in Program: electronic library and information systems Volume 46 Issue 2 (2012)
Abstract
Purpose
This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services.
Design/methodology/approach
A multi-faceted methodological approach was taken utilising two questionnaires (pre- and post-immersion), non-participant overt observation, structured interviews, and online diary keeping. Data was then analysed to identify barriers and attractors.
Findings
More negative experiences were recorded than positive, with the costs, time commitment, stigma of using, the lack of structure, social interaction, and the complexity of the control interface all provoking negative responses. Avatar creation, and the creativity and quality of graphical presentation produced positive responses.
Research limitations/implications
Due to the investment in time required to participate in the research, the sample size is smaller than ideal thus limiting the conclusions that can be generalised. The research also did not directly include interaction with online library or information services.
Practical implications
For librarians using SL the research demonstrates that the response from new users is less than enthusiastic and that when designing virtual library services care should be taken to avoid the barriers identified here and to focus on the features found attractive by participants.
Originality/value
Previous studies have examined the implementation of in-world information services without examining the experience of new users. Those studies that have looked directly at the user's interaction with virtual worlds are more focused on MMORPGs and on current users.
Abstract
Purpose
This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services.
Design/methodology/approach
A multi-faceted methodological approach was taken utilising two questionnaires (pre- and post-immersion), non-participant overt observation, structured interviews, and online diary keeping. Data was then analysed to identify barriers and attractors.
Findings
More negative experiences were recorded than positive, with the costs, time commitment, stigma of using, the lack of structure, social interaction, and the complexity of the control interface all provoking negative responses. Avatar creation, and the creativity and quality of graphical presentation produced positive responses.
Research limitations/implications
Due to the investment in time required to participate in the research, the sample size is smaller than ideal thus limiting the conclusions that can be generalised. The research also did not directly include interaction with online library or information services.
Practical implications
For librarians using SL the research demonstrates that the response from new users is less than enthusiastic and that when designing virtual library services care should be taken to avoid the barriers identified here and to focus on the features found attractive by participants.
Originality/value
Previous studies have examined the implementation of in-world information services without examining the experience of new users. Those studies that have looked directly at the user's interaction with virtual worlds are more focused on MMORPGs and on current users.
Labels:
avatars,
information_services,
libraries,
Second_Life,
virtual_worlds
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