Behaviour and Information Technology (Behav Inform Tech )

Publisher: Taylor & Francis


Information technology is more than just traditional computers: it includes telecommunications, office systems, industrial automation, robotics and even consumer products. Behaviour and Information Technology (BIT) deals with the human aspects of this technology and reports original research and development on the design, use and impact of information technology in all its forms. Its strictly refereed papers come from a variety of disciplines, including psychology, cognitive science, computer science, ergonomics, sociology, management education and training. BIT attracts a wide, international readership, from researchers and system designers to personnel specialists and planners. The current impact factor is 0.338. Members of the Ergonomics Society, BCS HCI Group, and the ACM SIGCHI are eligible for a privileged discount rate.

Impact factor 0.86

  • 5-year impact
  • Cited half-life
  • Immediacy index
  • Eigenfactor
  • Article influence
  • Website
    Behaviour & Information Technology website
  • Other titles
    Behaviour & information technology (Online), Behaviour and information technology, Behavior and information technology
  • ISSN
  • OCLC
  • Material type
    Document, Periodical, Internet resource
  • Document type
    Internet Resource, Computer File, Journal / Magazine / Newspaper

Publisher details

Taylor & Francis

  • Pre-print
    • Author can archive a pre-print version
  • Post-print
    • Author can archive a post-print version
  • Conditions
    • Some individual journals may have policies prohibiting pre-print archiving
    • On author's personal website or departmental website immediately
    • On institutional repository or subject-based repository after either 12 months embargo for STM, Behavioural Science and Public Health Journals or 18 months embargo for SSH journals
    • Publisher's version/PDF cannot be used
    • On a non-profit server
    • Published source must be acknowledged
    • Must link to publisher version
    • Set statements to accompany deposits (see policy)
    • The publisher will deposit in on behalf of authors to a designated institutional repository including PubMed Central, where a deposit agreement exists with the repository
    • STM: Science, Technology and Medicine
    • SSH: Social Science and Humanities
    • Publisher last contacted on 25/03/2014
    • 'Taylor & Francis (Psychology Press)' is an imprint of 'Taylor & Francis'
  • Classification
    ​ green

Publications in this journal

  • [Show abstract] [Hide abstract]
    ABSTRACT: This study aimed to evaluate how differently co-located users perform and interact while solving problems by using existing and newly developed interaction mechanisms of a multi-touch tabletop system on a large-size tabletop display. Furthermore, this study aimed to investigate users’ perceived situation awareness due to the system. This study conducted one experiment and introduced three newly developed interaction mechanisms: two-way rubber band, drag-and-response, and center collection area. Two-way rubber band enables users not only to send but also to request digital objects. Drag-and-response allows users to accept or to reject digital objects sent by others; therefore, it eliminates conflicting situations and interference. Center collection area stores, organizes, and manages shared digital resources on a surface of a tabletop display, so that users have an overall picture of available resources. This paper discusses results of an experiment, research findings, and implications along with conclusions and several suggestions for future development and research.
    Behaviour and Information Technology 09/2014;
  • [Show abstract] [Hide abstract]
    ABSTRACT: The user experience is defined as ‘a person's perceptions and responses that result from the use and/or anticipated use of a product, system or service’ (ISO FDIS 9241-210, 2009) [Ergonomics of human system interaction Ergonomics of human system interaction – Part 210: human-centered design for interactive systems (formerly known as 13407). Switzerland: International Organization for Standardization]. Accordingly, some authors have argued that an interactive system has to be evaluated not only with regard to its usability and utility levels, but also with regard to emotional, attractiveness, and aesthetic levels. These last aspects play a substantial role on the general assessment of such systems and on the satisfaction of users. Some studies focused on the immediate aesthetic subjective perception of systems, on their subjective usability and preference perceptions. However, few studies, at least to our knowledge, have been focused on the reverse, that is, on the effect of difficulties experienced by individuals in using systems on the aesthetic appraisal. The present study aimed at determining the role of familiarity level with the website and the search complexity on the search performance and post-experiment appraisals of aesthetics, usability, and mental effort. The main results revealed that the search complexity affected negatively search performance, whereas the familiarity level affected only the re-reading of the search questions. The post-use assessments of aesthetics, mental effort, and usability satisfaction were affected by search performance. In addition, these variables were correlated except the expressive aesthetics, which seemed to be independent from the search performance and other subjective appraisals. Then, we discuss these findings in line with prior studies and present future ways of research.
    Behaviour and Information Technology 02/2014; 33(2):116-131.
  • [Show abstract] [Hide abstract]
    ABSTRACT: The virtual reality (VR) system has become popular in the last two decades and is being applied increasingly to navigation studies. This study developed a panorama manifestation (PM) VR system, with six monitors forming a circular display and an interactive chair equipped with rotation sensors and operating knobs. The advantages of the PM system include a large circular display, a body-centred design, body engagement and a low set-up cost. Based on navigation experimental tasks, this system's usability was compared with that of a typical desktop (DT) system. The results showed that participants using the PM system had a significantly higher success rate and required less completion time than participants using the DT system, indicating that the PM system outperforms the DT system in terms of effectiveness and efficiency in some navigation tasks, and also suggesting that the PM system may require lower spatial cognition workload in the navigation tasks. However, the participants’ subjective evaluations of task difficulty (TD) failed to reach significance although the PM group did report a lower mean value for TD. Additionally, in the PM system, the participants’ spatial ability was more predictive to their navigation performance than that in the DT system, indicating that the PM system offered greater usability for some spatial experiments and could provide more support for participants’ navigation tasks.
    Behaviour and Information Technology 02/2014; 33(2):132-142.
  • [Show abstract] [Hide abstract]
    ABSTRACT: Many studies have shown the significance of a good user interface in affecting a blogger's decision to select a platform for their blog and a reader's decision to read one, and so it is vital that both developers and bloggers need a greater understanding of how they can improve user experience through perfecting their blog interfaces. The aim of this research is to explore the critical factors influencing the quality of blog interfaces and the causal relationships between these factors, enabling blog interfaces to be designed more effectively. Using an approach combining a focus group and the Decision-Making Trial and Evaluation Laboratory (DEMATEL), this study defined eight factors in four dimensions that influence blog interface quality. The results of the DEMATEL analysis identify the key causal factors and effect factors, as well as the causal relationships between the eight factors via the impact-relations map. The research also indicates the most critical causal factors that bloggers and developers should focus on, in order to most effectively improve the quality and attractiveness of blog interfaces.
    Behaviour and Information Technology 02/2014; 33(2):183-193.
  • [Show abstract] [Hide abstract]
    ABSTRACT: A great number of complex electronic devices are now part of our everyday lives. While many of us learn to handle these products by trial and error; others, especially older users with little experience in using electronic devices, need support. In order to allow the user maximum flexibility in terms of learning time and location, a training programme is presented which is implemented as part of the software embedded in the product itself. Particular focus is placed on the effect of adaptive training on learning. In this study, the training versions differed in their ability to adjust their complexity to the user's experience adaptive user interface complexity and their capability to support the learner by prompting them during the learning process adaptive training advice. The results show that the adjustment of complexity had a positive effect on users’ experience: elderly users who trained with an adaptive interface were more successful in learning to use a mobile phone. Adaptive training advice, however, was found to have no significant effects on learners’ success and reduced their self-efficacy. This work offers guidelines on how to design integrated training applications for electronic devices that successfully help elderly users with little prior experience.
    Behaviour and Information Technology 01/2014; 33(1):4-15.
  • [Show abstract] [Hide abstract]
    ABSTRACT: The aims of the study were to describe the relationship between all three of Kohlberg’s levels of moral development and attitudes towards software piracy as well as to determine if an individual’s knowledge of Intellectual Property laws moderated this relationship. The research exploring moral development and attitudes towards software piracy is limited in that the results are inconclusive and often do not assess higher levels of moral development. In this study we explore some of the early antecedent relationships in the Theory of Reasoned Action. An exploratory, non-experimental, cross-sectional survey design was used and a questionnaire containing three scales (Attitudes towards software piracy, levels of moral development, and knowledge of Intellectual Property laws) were obtained from a sample of 402 respondents from three medium-sized South African organisations and from an online survey on a prominent South African online information technology magazine. The results indicated that there is a significant positive relationship between the respondents’ attitudes to software piracy and levels of moral development. Additionally, there are significant relationships between attitudes towards software piracy and each of the levels of moral development. Level two moral development predicted the most amount of variance in attitudes towards software piracy. The moderated multiple linear regression revealed that knowledge of intellectual property laws did not have a moderating effect on the relationship between attitudes towards software piracy and moral development. These findings provide a more in-depth analysis of the relationship between attitudes and levels of moral development with respect to software piracy.
    Behaviour and Information Technology 01/2014; 33(3):207-223.
  • [Show abstract] [Hide abstract]
    ABSTRACT: The paper can be downloaded from the following link:
    Behaviour and Information Technology 01/2014;
  • [Show abstract] [Hide abstract]
    ABSTRACT: To a consumer, knowing how much energy you use is often a question mark. We get our energy bills and more often than not, they are surprisingly high. The coming of the smart grid and more specifically smart metering provides opportunities to create a better awareness on energy use among consumers. This research presents the user-centric development of a home energy management system. The focus of the research is not specifically on the functionalities per se, rather it lies on the inclusion of the energy end-user in the development process. Throughout the development, end-user research provided valuable input for the development of the system. Large quantitative surveys were alternated with small scale in-depth qualitative research. Each step generated the input for the next step in the research process, resulting in a system with functionalities tailored to the end-users needs and wants.
    Behaviour and Information Technology 11/2013; 32(11):1086-1104.
  • [Show abstract] [Hide abstract]
    ABSTRACT: Learning management system LMS is playing a major role in higher academic institutions worldwide. Even though full e-learning is becoming a feasible strategy for a number of institutions in the world, some institutions, especially those in developing countries, are resisting a full e-learning environment. Consequently, these academic institutions initially adopt LMS for blended learning to assess their readiness for full e-learning transformation. There are a number of studies that investigate the determinants of full e-learning, but very limited studies investigate the link between learners’ perception of blended learning and full e-learning. The objective of this study was to link learners’ adoption perceived ease of use, perceived usefulness PU and satisfaction of LMS in blended learning and their personal characteristics self-efficacy, technology experience and personal innovativeness to their intention to use full e-learning. Data were collected through a questionnaire from 512 learners in Oman. The study found that personal innovativeness, PU and satisfaction of LMS in blended learning are significant to learners’ intention to engage in full e-learning. Thus, learners’ adoption of LMS in blended learning boosts their intention to full e-learning. The results provide useful insights for practitioners and researchers on full e-learning planning and strategy.
    Behaviour and Information Technology 11/2013;
  • [Show abstract] [Hide abstract]
    ABSTRACT: We propose a computer-based framework for the formal verification of collaboration patterns in healthcare teams. In this, the patterns are constructed diagrammatically as compositions of keystones that are viewed as abstract processes. The approach provides mechanisms for ensuring that safety properties are enforced and exceptional events are handled systematically. Additionally, a fully verified, executable model is obtained as an end product, enabling a simulation of its associated collaboration scenarios.
    Behaviour and Information Technology 10/2013; (In press).
  • [Show abstract] [Hide abstract]
    ABSTRACT: A significant body of research examines media use and user satisfaction, and these studies are mostly focused on the choice of a specific media. The purpose of the present study is to investigate the effects of media capabilities and individual characteristics on social presence, and the subsequent impact on user satisfaction. Drawing on Media Synchronicity Theory, we propose a research model that identifies five physical media capabilities as the determinants of social presence i.e. the degree to which individuals feel connected to others in online communities, and we then assess the effect of social presence on user satisfaction. Our results suggest that 1 certain media capabilities and 2 extraversion have a positive impact on whether individuals feel connected to others in online communities i.e. computer-mediated communications. In addition, our moderation analysis shows that extraversion affects social presence differently across communication tasks, suggesting that social presence is a result of the dynamic interaction between media capabilities, the individual, and the task. These results should be of interest to organisations that rely upon virtual meetings to accomplish tasks, as well as to media developers who seek media capabilities that promote a feeling of connected communication between individuals in virtual space.
    Behaviour and Information Technology 10/2013; 32(10):1060-1073.
  • [Show abstract] [Hide abstract]
    ABSTRACT: Information sharing in social networking sites SNSs provides users the opportunity to maintain relationships and express themselves. However, users share information with a heterogeneous audience with varied expectations. As a result, various social spheres may influence the information individuals share or their decision to share at all. The current research describes dimensions of information in terms of horizontal and vertical information sharing. Previous research has demonstrated the salience of social spheres with conflicting norms for SNS users. We build on previous research by exploring the effects of social spheres on the depth of information shared by SNS users. Students from a university in the USA and South Korea were interviewed to understand their perceptions of information sharing and the influence social spheres have on the depth of information they provide. We found that conflicting social spheres influence the depth of information provided when a user posts to their SNS and that impression management plays a key role.
    Behaviour and Information Technology 10/2013; 32(10):1049-1059.