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Publications

Publications by CITE

2017

A survey of innovation performance models and metrics

Authors
Almeida, FL; Santos, JD; Monteiro, JA;

Publication
Journal of Applied Economic Sciences

Abstract
Innovation is seen as a key element of an organization’s competitiveness. Along with the current imperative for innovation comes the need to adequately measure it. The purpose of this paper is to perform a literature review in the field of innovation performance models and metrics. The performed work aims to make an important contribution by facilitating the identification and categorization of innovation performance models and metrics formulated until the present time. A survey methodology was adopted to identify the most predominant contributions in the field. For that, the top three most popular bibliometric indexes (Web of Science, Scopus, and Google Scholar) were used. Then, the top ten most relevant studies on innovation performance models and metrics were compared to determine similarities and differences between each generation of models and metrics. Finally, the main innovation performance models and metrics were identified, classified and compared.

2017

Building an Effective Data Warehousing for Financial Sector

Authors
Ferreira, J; Almeida, F; Monteiro, J;

Publication
Automatic Control and Information Sciences

Abstract

2017

Approaches and Principles for UX Web Experiences: A Case Study Approach

Authors
Almeida, F; Monteiro, JA;

Publication
INTERNATIONAL JOURNAL OF INFORMATION TECHNOLOGY AND WEB ENGINEERING

Abstract
The challenge of creating user experiences involves a panoply of multidisciplinary competences in terms of knowing tools, processes and the business itself. This study intends to identify and synthesize the main approaches and principles adopted by web design and e-business companies to create immersive user experiences. In order to achieve this objective, the authors conducted six semistructured interviews with web design and e-business companies. They highlight that companies adopt specific-device design, responsive design and adaptive design approaches. Companies considered fundamental to attend technology life-cycle, heterogeneity of technologies and devices, identification of customer needs, relevance of test phase, scalability of applications, and accessibility and usability issues. Additionally, the customer experience testing is considered a key element to measure user experiences and companies expect that business and technological dimensions will be two key factors with future impact in their business.

2017

The Role of Responsive Design in Web Development

Authors
Almeida, F; Monteiro, JA;

Publication
Webology

Abstract
Responsive design allows software developers to build a Web page that can dynamically adapt to the size of the devices. This development philosophy enables the rendering of Web pages in a fast and optimized way, ensuring a good user experience on mobile devices, tablet and desktop. In the scope of this study, we intend to explore the main advantages and limitations associated with responsive Web design. We adopted a quantitative approach based on a questionnaire filled by 181 professionals in the industry that allowed us to identify the reasons that lead software developers to the adoption of the responsive design and also address the limitations felt by them. The results obtained indicate that offering a good user experience and increasing accessibility stands out as being the most important advantages. On the other hand, the main limitations include the compatibility with older Web browsers, the higher loading time and the difficulties in optimizing user experience. Finally, it was found that the perception of the advantages and limitations of responsive design is distinct for professionals with more professional experience in the field and for freelancer developers. © 2017, Fernando Almeida and José Monteiro.

2017

Experience with entrepreneurship learning using serious games

Authors
Almeida, FL;

Publication
Cypriot Journal of Educational Sciences

Abstract
Abstract   The teaching of entrepreneurship is currently a fundamental pillar in the construction of social responsibility with strong impact on the future economic development of society. The use of serious games in the entrepreneurship field is a way of encouraging students' motivation to become entrepreneurs and develop their skills in the field. In this paper, we describe the experience of using a serious game in the entrepreneurship field in the context of the classroom. For that, we adopt a quantitative research technique based on a survey research to measure the different characteristics experienced by higher education students when using serious games in the classroom to learn entrepreneurship. The students have multidisciplinary competences, coming from courses with strong emphasis in the area of management and technology. The use of the serious game allowed students to develop skills mainly in terms of innovation, leadership, strategic thinking, problem solving, business launch and risk management. On the other side, there were no significant benefits in terms of accounting skills, compliance with regulations, interpersonal, communication, and self-control and discipline. Keywords: entrepreneurship, serious games, higher education, game based learning, gamification.

2017

Concept and Application of Entrepreneurship Business Canvas Abstract

Authors
Almeida, FL;

Publication
IJEEI

Abstract

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