Fiona Fui-Hoon Nah

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37ranked-venue papers
17as first author
10since 2021 · last 2026
0000-0002-5505-7843ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Databases, data management, data science and information retrieval · 17 · 8 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 16 · 7 first-author · 5 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 "From remembering to shaping": Narrating Shared Experiences by Co-Designing Cultural Heritage Artifacts in Collaborative VR
abstract
The ways people remember and recall places reveal an invisible aspect of cultural heritage (CH), reflecting how individuals and communities relate to these places. Heritage is communal, emerging through collaboratively constructed narratives rather than individual records. To probe how people may share collective memories, we designed an immersive two-person workflow for collaboratively co-designing 3D artifacts and environments in virtual heritage locations, using Generative AI (GenAI) to instantiate these intangible memories. Observations of the co-creation process revealed that participants merged prompts and model placements when negotiating different perspectives. They used spatial operations to compose scenes, and also to express personal and embodied experiences of CH. When GenAI failed to meet their needs, participants engaged in creative appropriation, re-purposing unsatisfactory generated objects as sources of design inspiration to further shared narratives. While GenAI may have a homogenizing effect on CH expression, this work shows how people may overcome limitations in immersive collaborative workflows.
Yushang Yang, Fiona Fui-Hoon Nah, Ray LC
DIS3
2026 Self-avatar-supported observational learning: Designing and evaluating VR-based physical exercise tutorial systems for older adults
abstract
The global trend toward longer life spans presents an opportunity to promote active and healthy aging. Physical exercises like Qigong support holistic well-being by integrating physical, cognitive, and emotional health. However, traditional programs lack adaptability to accommodate age-related changes in physical and cognitive abilities, which can limit accessibility and engagement for older adults. Virtual Reality (VR) offers a novel solution by creating immersive, customizable environments. In our study, we designed a VR-based physical exercise tutorial (VRPET) system and assessed the efficacy of using an adaptive self-avatar (i.e., a virtual representation of the user) to enhance user exercise performance and attitudes, while examining its impact on perceived workload. We conducted a two-phase mixed-methods investigation: (1) A formative phase involving focus group interviews (n=14), a consultation with a Qigong master on movement standardization, and a heuristic evaluation (n=5) to establish design requirements; (2) A user study (n = 30) that compared the self-avatar versus non-self-avatar conditions to assess their effects on perceived workload, exercise performance, and attitude metrics. Despite a significant dip in exercise performance ( p =0.03) and a non-significant increase in perceived workload ( p =0.58), participants expressed a preference for the self-avatar’s real-time feedback when scaffolded appropriately. Multi-modal analysis revealed auditory cues as most effective, followed by tactile and visual feedback. Based on these findings, we propose the ACT Framework (Adaptive, Cultural, Targeted) for developing age-appropriate VR exercise systems. Furthermore, we distill our iterative process into a tripartite validation workflow, advocating for a methodology that harmonizes user desirability, expert safety, and HCI usability. These evidence-based insights advance the design of therapeutic VR interventions that can support healthy aging populations.
Ruitong Che, Jiaan Li, Chi Deng, Jeffrey C. F. Ho, Fiona Fui-Hoon Nah, Calvin K. L. Or
Int. J. Hum. Comput. Stud.6
2025 Cracking Aegis: An Adversarial LLM-based Game for Raising Awareness of Vulnerabilities in Privacy Protection
abstract
Traditional methods for raising awareness of privacy protection often fail to engage users or provide hands-on insights into how privacy vulnerabilities are exploited.To address this, we incorporate an adversarial mechanic in the design of the dialogue-based serious game Cracking Aegis.Leveraging LLMs to simulate natural interactions, the game challenges players to impersonate characters and
Jiaying Fu, Zehua Yang, Fiona Fui-Hoon Nah, Ray LC
Conference on Designing Interactive Systems4
2025 "Ronaldo's a poser!": How the Use of Generative AI Shapes Debates in Online Forums
Yuhan Zeng, Yingxuan Shi, Xuehan Huang, Fiona Fui-Hoon Nah, Ray LC
CHI4
2025 Flowing together or alone: Impact of collaboration in the metaverse
Fiona Fui-Hoon Nah, Brenda Eschenbrenner, Langtao Chen
Decis. Support Syst.1
2025 Seven HCI Grand Challenges Revisited: Five-Year Progress
abstract
Motivated by the rapid technological advancements achieved in the last five years and the pervasiveness of Artificial Intelligence (AI), this paper investigates the evolving role of HCI and revisits the seven grand challenges outlined in 2019: human-technology symbiosis, human-environment interactions, ethics, privacy and security, well-being, health and eudaimonia, accessibility and universal access, learning and creativity, and social organization and democracy. Through literature analysis, the paper reevaluates the status of each challenge and highlights emerging requirements. Key findings reveal the widespread impact of AI across all domains and emphasize the need for improved AI transparency, alignment with human values, and the development of explainable, personalized, and privacy-preserving technologies to enhance user trust and control. The analysis also highlights the interconnected nature of these challenges and firmly asserts the role of technology in actively supporting human activities and collaborating harmoniously with humans to help them live meaningfully and fulfill aspirations.
Constantine Stephanidis, Gavriel Salvendy, Margherita Antona, Vincent G. Duffy, Qin Gao, Waldemar Karwowski, Shin'ichi Konomi, Fiona Fui-Hoon Nah, Stavroula Ntoa, Pei-Luen Patrick Rau, Keng Siau, Jia Zhou 0001
Int. J. Hum. Comput. Interact.8
2023 Relational and Technological Assessment of CRM Providers: A Multifactor Study
abstract
The study examines how customers of relationship software provider perceive the technology they use and assess the relational elements of the exchange relationship. This study proposes and empirically tests a model integrating two technology components (positive prior experience and quality of technology) and four relational constructs (reputation, trust, risk, and overall relational satisfaction), and how these factors influence loyalty to a customer relationship management system provider. The findings suggest that both technology and relational factors influence loyalty. This paper provides a framework that highlights the technology and relational factors influencing loyalty to the CRM software provider, which is key to continuance.
Craig C. Claybaugh, Iris Reychav, Fiona Fui-Hoon Nah
J. Comput. Inf. Syst.3
2023 Literature review in the generative AI era - how to make a compelling contribution
Shan Ling Pan, Rohit Nishant, Tuure Tuunanen, Fiona Fui-Hoon Nah
J. Strateg. Inf. Syst.4
2022 Internet Privacy Concerns Revisited: Oversight from Surveillance and Right To Be Forgotten as New Dimensions
Gaurav Bansal, Fiona Fui-Hoon Nah
Inf. Manag.2
2021 Identifying outlier opinions in an online intelligent argumentation system
abstract
Summary Online argumentation systems enable stakeholders to post their problems under consideration and solution alternatives and to exchange arguments over the alternatives posted in an argumentation tree. In an argumentation process, stakeholders have their own opinions, which very often contrast and conflict with opinions of others. Some of these opinions may be outliers with respect to the mean group opinion. This paper presents a method for identifying stakeholders with outlier opinions in an argumentation process. It detects outlier opinions on the basis of individual stakeholder's opinions, as well as collective opinions on them from other stakeholders. Decision makers and other participants in an argumentation process therefore have an opportunity to explore the outlier opinions within their groups from both individual and group perspectives. In a large argumentation tree, it is often difficult to identify stakeholders with outlier opinions manually. The system presented in this paper identifies them automatically. Experiments are presented to evaluate the proposed method. Their results show that the method detects outlier opinions in an online argumentation process effectively.
Ravi Santosh Arvapally, Xiaoqing Frank Liu, Fiona Fui-Hoon Nah, Wei Jiang 0026
Concurr. Comput. Pract. Exp.3
2019 Seven HCI Grand Challenges
abstract
Published with license by Taylor & Francis Group, LLC. This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements. BACKGROUND This article presents the results of the collective effort of a group of 32 experts involved in the community of the Human Computer Interaction International (HCII) Conference series. The group’s collaboration started in early 2018 with the collection of opinions from all group members, each asked to independently list and describe five HCI grand challenges. During a one-day meeting held on the 20th July 2018 in the context of the HCI International 2018 Conference in Las Vegas, USA, the identified topics were debated and challenges were formulated in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Further analysis and consolidation led to a set of seven Grand Challenges presented herein. This activity was organized and supported by the HCII Conference series.
Constantine Stephanidis, Gavriel Salvendy, Margherita Antona, Jessie Y. C. Chen, Vincent G. Duffy, Xiaowen Fang, Cali M. Fidopiastis, Gino Fragomeni, Limin Paul Fu, Yinni Guo, Don Harris, Andri Ioannou, Kyeong-Ah Jeong, Shin'ichi Konomi, Heidi Krömker, Masaaki Kurosu, James R. Lewis, Aaron Marcus, Gabriele Meiselwitz, Abbas Moallem, Hirohiko Mori, Fiona Fui-Hoon Nah, Stavroula Ntoa, Pei-Luen Patrick Rau, Dylan Schmorrow, Keng Siau, Norbert A. Streitz, Wentao Wang 0007, Sakae Yamamoto, Panayiotis Zaphiris, Jia Zhou 0001
Int. J. Hum. Comput. Interact.23
2019 Artificial Intelligence, Machine Learning, and Autonomous Technologies in Mining Industry
abstract
The implementation of artificial intelligence (AI), machine learning, and autonomous technologies in the mining industry started about a decade ago with autonomous trucks. Artificial intelligence, machine learning, and autonomous technologies provide many economic benefits for the mining industry through cost reduction, efficiency, and improving productivity, reducing exposure of workers to hazardous conditions, continuous production, and improved safety. However, the implementation of these technologies has faced economic, financial, technological, workforce, and social challenges. This article discusses the current status of AI, machine learning, and autonomous technologies implementation in the mining industry and highlights potential areas of future application. The article presents the results of interviews with some of the stakeholders in the industry and what their perceptions are about the threats, challenges, benefits, and potential impacts of these advanced technologies. The article also presents their views on the future of these technologies and what are some of the steps needed for successful implementation of these technologies in this sector.
Zeshan Hyder, Keng Siau, Fiona Fui-Hoon Nah
J. Database Manag.3
2018 Factors Influencing the Adoption of Smart Wearable Devices
abstract
This article examined factors associated with the adoption of smart wearable devices. More specifically, this research explored the contributing and inhibiting factors that influence the adoption of wearable devices through in-depth interviews. The laddering approach was used in the interviews to identify not only the factors but also their relationships to underlying values. The wearable devices examined were a Smart Glass (Google Glass) and a Smart Watch (Sony Smart Watch 3). Two user groups, college students and working professionals, participated in the study. After the participants had the opportunity to try out each of the two devices, the factors that were most important in deciding whether to adopt or not to adopt the device were laddered. For the smart glasses, the most frequently mentioned factor was look-and-feel. For the smart watch, the availability of fitness apps was a key factor influencing adoption. In addition, factors which were linked to image, a personal value, were particularly important across both the student and working groups. This research provides support for the usefulness of the laddering approach to data collection and analysis, and provides some insight into key design criteria to better fit users’ needs and interests.
Apurva Adapa, Fiona Fui-Hoon Nah, Richard H. Hall, Keng Siau, Samuel N. Smith
Int. J. Hum. Comput. Interact.2
2017 Editorial of the Special Issue on Mobile Human-Computer Interaction
abstract
Mobile and wearable devices (e.g., smartphones, FitBit, and Apple Watch) are among the most transformative technologies that have created a rapid worldwide impact on almost every aspect of our soci...
Fiona Fui-Hoon Nah, Dongsong Zhang, John Krogstie, Shengdong Zhao 0001
Int. J. Hum. Comput. Interact.1
2017 Collaboration in Virtual Worlds: Impact of Task Complexity on Team Trust and Satisfaction
abstract
Virtual worlds are three-dimensional, computer-generated worlds in which team collaboration can be facilitated through the use of shared virtual space and mediated using avatars. This article examines the effect of task complexity on team collaboration. A puzzle game in Second Life was used as the collaborative task and task complexity was manipulated by varying the number of pieces in the puzzle. The hypotheses are that task complexity influences team trust, and team trust influences team process satisfaction in virtual team collaboration. The experimental results indicate that task complexity has significant effects on team trust and team process satisfaction, and team trust fully mediates the relationship between task complexity and team process satisfaction.
Fiona Fui-Hoon Nah, Shu Z. Schiller, Brian E. Mennecke, Keng Siau, Brenda Eschenbrenner, Parichart Sattayanuwat
J. Database Manag.1
2016 Understanding Gender Differences in Media Perceptions of Hedonic Systems: A Comparison of 2D versus 3D Media
abstract
As technology improves in hedonic and affective dimensions, women's interests in technology may increase. In this research, the authors are interested in understanding gender differences in media perceptions of hedonic systems. They draw upon Hunter-Gatherer Theory of Spatial Gender Differences and Jung's Theory of Psychological Types on Gender Differences to hypothesize differences in men's and women's perceptions of skill, challenge, telepresence, and satisfaction with online experiences in 2D versus 3D hedonic environments. The results of their experiment indicate that even though women perceive lower skill levels and greater challenge in using 2D and 3D hedonic systems than men, women's' perceived sense of telepresence is higher than men in both 2D and 3D hedonic environments. In addition, women are more satisfied with 2D and 3D hedonic experiences than men. The authors' findings suggest that consistent with Jung's Theory of Psychological Types on Gender Differences, women's perceptions of hedonic systems are more positive than men and, hence, making technology intuitive, enjoyable, and fun to use can potentially increase women's participation in the information and communication technology workforce. Additionally, given that women perceive more challenge and skill issues in using technology but are more favorable toward hedonic systems than men, the authors suggest that the use of hedonic systems to support K-12 education systems, such as computer or serious gaming for education, can generate females' interests in technology at an early age.
Fiona Fui-Hoon Nah, Brenda Eschenbrenner
J. Database Manag.1
2015 An Emergent Model of End-users' Acceptance of Enterprise Resource Planning Systems: A Grounded Theory Approach
abstract
The success of Enterprise Resource Planning (ERP) implementation depends, to a large extent, on end-users' acceptance of ERP systems, which in turn affects the intensity and nature of system use. To understand the phenomenon underlying end-users' acceptance of ERP systems, the authors conducted a grounded theory research in a large institution that implemented an ERP system. Through systematic coding and content analysis, the authors inductively derived a theoretical model to explain end-users' acceptance of ERP systems. Three categories – beliefs about the system, changes in job scope, and social influence – emerged from the data as direct antecedents of user acceptance. The data also suggest that “beliefs about the system” mediates the influence of “training and support” and “personal characteristics” on user acceptance, whereas “personal characteristics” moderate the influence of “changes in job scope” on user acceptance. The theoretical model that emerged from this qualitative study extends existing models of user acceptance by providing a more complete understanding of end-users' acceptance of ERP systems.
Fiona Fui-Hoon Nah, Xin Tan 0001
J. Database Manag.1
2012 (Hidden) social influences in switching mobile service platforms
abstract
During the past few years, the mobile industry has gone through a radical change from business focusing on excellence in device manufacturing and supply chain management to ecosystems around successful focal players, such as Apple and Google, controlling these service platforms. In order to compete in this environment, these firms need to understand what makes a consumer switch between these mobile service platforms. To that end, we conducted an inductive qualitative study with university students from Finland and USA as subjects (142 altogether), delving into how and why consumers switch mobile phones, and what are the factors affecting their decisions. Our results indicate that tacit, or hidden, social influences are emerging as important factors that are intertwined with both same- and cross-side network effects in the mobile service ecosystems.
Virpi Kristiina Tuunainen, Tuure Tuunanen, Fiona Fui-Hoon Nah
ICEC3
2012 Empirical Comparison of 3-D Virtual World and Face-to-Face Classroom for Higher Education
abstract
Many higher education institutions have set up virtual classrooms in the 3-D virtual world. In this research, the authors assess the relative effectiveness of a 3-D virtual world learning environment, Second Life, compared to traditional face-to-face learning environment. They also assess the effects of instructional strategies in these two learning environments on interactivity, perceived learning, and satisfaction. The authors’ findings suggest that learning environment interacts with instructional strategy to affect the learners’ perceived learning and satisfaction. Specifically, when interactive instructional strategy is used, there is no significant difference for perceived learning and satisfaction between the 3-D virtual world and face-to-face learning environment. However, when a direct instructional strategy is used, there is a significant difference for perceived learning and satisfaction. They also assessed whether or not technology helps increase learner and instructor interaction. The result suggests that in interactive instructional sessions, students experienced a higher level of classroom interactivity in Second Life than in face-to-face classroom.
Xiaofeng Chen 0006, Keng Siau, Fiona Fui-Hoon Nah
J. Database Manag.3
2011 A Meta-Analysis Comparing Relational and Semantic Models
abstract
Data modeling is the sine quo non of systems development and one of the most widely researched topics in the database literature. In the past three decades, semantic data modeling has emerged as an alternative to traditional relational modeling. The majority of the research in data modeling suggests that the use of semantic data models leads to better performance; however, the findings are not conclusive and are sometimes inconsistent. The discrepancies that exist in the data modeling literature and the relatively low statistical power in the studies make meta-analysis a viable choice in analyzing and integrating the findings of these studies.
Keng Siau, Fiona Fui-Hoon Nah, Qing Cao 0002
J. Database Manag.2
2010 Impact of Flow and Brand Equity in 3D Virtual Worlds
abstract
This research is a partial test of Park et al.’s (2008) model to assess the impact of flow and brand equity in 3D virtual worlds. It draws on flow theory as its main theoretical foundation to understand and empirically assess the impact of flow on brand equity and behavioral intention in 3D virtual worlds. The findings suggest that the balance of skills and challenges in 3D virtual worlds influences users’ flow experience, which in turn influences brand equity. Brand equity then increases behavioral intention. The authors also found that the impact of flow on behavioral intention in 3D virtual worlds is indirect because the relationship between them is mediated by brand equity. This research highlights the importance of balancing the challenges posed by 3D virtual world branding sites with the users’ skills to maximize their flow experience and brand equity to increase the behavioral intention associated with the brand.
Fiona Fui-Hoon Nah, Brenda Eschenbrenner, David DeWester, So Park
J. Database Manag.1
2010 Information Search Patterns in E-Commerce Product Comparison Services
abstract
To facilitate product selection and purchase decisions on e-commerce Web sites, the presentation of product information is very important. In this research, the authors study how disposition styles influence users’ search patterns in product comparison services of e-commerce Web sites. The results show that people use relatively more feature paths and less product paths in vertical disposition style than horizontal disposition style. The findings also indicate that there are relatively more feature paths and less product paths in the first half than second half of the information search paths. This is consistent with Gensch’s two-stage choice model which suggests that people use attribute processing to derive a consideration set before they apply alternative processing to arrive at a final choice in product comparison services.
Fiona Fui-Hoon Nah, Weiyin Hong, Liqiang Chen, Hong-Hee Lee
J. Database Manag.1
2010 Co-creation and Collaboration in a Virtual World: A 3D Visualization Design Project in Second Life
abstract
One of the most successful and useful implementations of 3D virtual worlds is in the area of education and training. This paper discusses the use of virtual worlds in education and describes an innovative 3D visualization design project using one of the most popular virtual worlds, Second Life. This ongoing project is a partnership between IBM and three universities in the United States: the University of Nebraska-Lincoln, Iowa State University, and Wright State University. More than 400 MBA students have participated in this project by completing a creative design project that involves co-creation and collaboration in Second Life. The MBA students from the three universities worked in pairs to create designs to represent concepts related to IBM Power Systems, a family of IBM servers. The paper discusses observations and reflections on the 3D visualization design project. The paper concludes with a discussion of future research directions in applying virtual worlds in education.
Keng Siau, Fiona Fui-Hoon Nah, Brian E. Mennecke, Shu Z. Schiller
J. Database Manag.2
2008 Special Issue Introduction: HCI Studies in MIS
abstract
Abstract We are grateful to the editors-in-chief for this opportunity and their strong support of the second AIS SIGHCI-sponsored special issue on HCI studies in MIS. We also thank the following reviewers who have played an important role in the development of the manuscripts included in this special issue: Steven Bellman, Damon Campbell, Jinwei Cao, Jane Carey, Andrea Everard, Mark Fuller, Matt Germonprez, Maggie Guo, Susanna Ho, De Liu, Hong Sheng, Chuan Hoo Tan, Horst Treiblmaier, June Wei, and Yunjie Calvin Xu.
Fiona Fui-Hoon Nah, Xiaowen Fang, Traci J. Hess, Weiyin Hong
Int. J. Hum. Comput. Interact.1
2008 3-D Virtual Worlds in Education: Applications, Benefits, Issues, and Opportunities
abstract
Three-dimensional virtual world environments are providing new opportunities to develop engaging, interactive experiences in education. These virtual worlds are unique in that they allow individuals to interact with others through their avatars and with objects in the environment, and can create experiences that are not necessarily possible in the real world. To assess the impact that these virtual worlds are currently having on education, a literature review is conducted to identify current applications, benefits being realized, as well as issues faced. Based on this review, virtual world capabilities, experiences, and factors associated with educational opportunities are presented as well as gaps in meeting pedagogical objectives. Practical and research implications are then addressed. Virtual worlds are proving to provide unique educational experiences, with its potential only at the cusp of being explored.
Brenda Eschenbrenner, Fiona Fui-Hoon Nah, Keng Siau
J. Database Manag.2
2007 Deception in cyberspace: A comparison of text-only vs. avatar-supported medium
Holtjona Galanxhi-Janaqi, Fiona Fui-Hoon Nah
Int. J. Hum. Comput. Stud.2
2007 Empirical Assessment of Factors Influencing Success of Enterprise Resource Planning Implementations
abstract
Enterprise resource planning (ERP) implementations in multinational manufacturing companies have experienced various degrees of success. This article investigates factors influencing the success of ERP implementations in multinational manufacturing companies in the Malaysian Free Trade Zone. The results indicate that enterprise-wide communication and a project management program are key factors influencing the success of ERP implementations, while other factors such as top management support as well as teamwork and composition are not as critical to the outcome. Organizational culture is a moderator of the relationships between enterprise-wide communication, a project management program, and the success of ERP implementations.
Fiona Fui-Hoon Nah, Mathew Tan
J. Database Manag.1
2006 Human-computer interaction research in the management information systems discipline
Fiona Fui-Hoon Nah, Ping Zhang 0002, Scott McCoy, Mun Yong Yi
Int. J. Hum. Comput. Stud.1
2006 Critical Success Factors for Enterprise Resource Planning Implementation and Upgrade
abstract
Seven categories of critical success factors were identified from the ERP literature: (1) business plan and vision; (2) change management; (3) communication; (4) ERP team composition, skills and compensation; (5) management support and championship; (6) project management; (7) system analysis, selection and technical implementation. We conducted a case study of two organizations that had implemented and upgraded ERP systems. We adopted Markus and Tanis' four-phase model and compared the importance of these critical success factors across the phases of ERP implementation and upgrade. The importance of these factors across the phases of ERP implementation and upgrade is very similar. ‘Business Plan and Vision’ and ‘Top Management Support and Championship’ are critical during the Chartering phase. ‘ERP Team Composition, Skills and Compensation,’ ‘Project Management’ and ‘System Analysis, Selection and Technical Implementation’ are most important during the Project phase. ‘Change Management’ and ‘Communication’ are very important during the Project and Shakedown phases.
Fiona Fui-Hoon Nah, Santiago Delgado
J. Comput. Inf. Syst.1
2005 Introduction: Human-Computer Interaction Studies in Management Information Systems
abstract
(2005). Introduction: Human-Computer Interaction Studies in Management Information Systems. International Journal of Human–Computer Interaction: Vol. 19, No. 1, pp. 3-6.
Fiona Fui-Hoon Nah, Ping Zhang 0002, Scott McCoy
Int. J. Hum. Comput. Interact.1
2005 Strategic implications of mobile technology: A case study using Value-Focused Thinking
Hong Sheng, Fiona Fui-Hoon Nah, Keng Siau
J. Strateg. Inf. Syst.2
2004 A study on tolerable waiting time: how long are Web users willing to wait?
abstract
Web users often face a long waiting time for downloading Web pages. Although various technologies and techniques have been implemented to alleviate the situation and to comfort the impatient users, little research has been done to assess what constitutes an acceptable and tolerable waiting time for Web users. This research reviews the literature on computer response time and users' waiting time for download of Web pages, and assesses Web users' tolerable waiting time in information retrieval. It addresses the following questions through an experimental study: What is the effect of feedback on users' tolerable waiting time? How long are users willing to wait for a Web page to be downloaded before abandoning it? The results from this study suggest that the presence of feedback prolongs Web users' tolerable waiting time and the tolerable waiting time for information retrieval is approximately 2 s.
Fiona Fui-Hoon Nah
Behav. Inf. Technol.1
2004 Guest Editorial: HCI studies in management information systems
abstract
Human–Computer Interaction (HCI) is gaining momentum in many IT fields as computing technology increasingly impacts individuals, businesses, society, commerce and government throughout the world. M...
Ping Zhang 0002, Fiona Fui-Hoon Nah, Jennifer Preece
Behav. Inf. Technol.2
2003 Introduction
Fiona Fui-Hoon Nah
Int. J. Hum. Comput. Interact.1
2003 ERP Implementation: Chief Information Officers' Perceptions of Critical Success Factors
abstract
This article reports the results of a survey of Chief Information Officers (CIOs) from Fortune 1000 companies on their perceptions of the critical success factors in Enterprise Resource Planning (ERP) implementation. Through a review of the literature, 11 critical success factors were identified , with underlying subfactors, for successful ERP implementation. The degree of criticality of each of these factors were assessed in a survey administered to the CIOs. The 5 most critical factors identified by the CIOs were top management support, project champion, ERP teamwork and composition, project management, and change management program and culture. The importance of each of these factors is discussed.
Fiona Fui-Hoon Nah, Kathryn M. Zuckweiler, Janet Lee-Shang Lau
Int. J. Hum. Comput. Interact.1
2002 Knowledge Management Mechanisms in E-Commerce: A Study of Online Retailing and Auction Sites
Fiona Fui-Hoon Nah, Keng Siau, Yuhong Tian, Min Ling
J. Comput. Inf. Syst.1
2001 Characteristics of ERP software maintenance: a multiple case study
abstract
Abstract A multiple case study approach was employed to identify maintenance activities pertaining to enterprise resource planning (ERP) implementation, classify them into maintenance categories, and assess their relative frequency at various stages of the ERP maintenance lifecycle. Five maintenance categories (corrective, adaptive, perfective, preventive, user support) were identified from a review of the literature on software maintenance. A new category pertaining to ‘communication, coordination and knowledge exchange with external parties’ and herein labeled ‘external parties’ is introduced to highlight the supporting role of external parties in ERP maintenance. This category includes reporting problems to vendors and consultants, tracking their progress towards problem resolution, and coordinating work and relations with vendors, consultants, and external user‐organizations. This study also highlights some differences between maintenance trends of ERP versus traditional systems. Copyright © 2001 John Wiley & Sons, Ltd.
Fiona Fui-Hoon Nah, Silvana Faja, Teuta Cata
J. Softw. Maintenance Res. Pract.1