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Titlebook: User Centric E-Government; Challenges and Oppor Saqib Saeed,T. Ramayah,Zaigham Mahmood Book 2018 Springer International Publishing AG 2018

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11#
發(fā)表于 2025-3-23 12:26:38 | 只看該作者
Agile Collaborative Architecture for the Development of E-Government Services in Romania: Electronic the fact that private organizations are the driving force of economic growth. On the other hand, are two principles of public procurement: more attention to transparency and efficient use of public funds. SEAP (Public Procurement Electronic System) as G2B eGovernment solution was gradually develope
12#
發(fā)表于 2025-3-23 15:04:15 | 只看該作者
User Centric Services Under the Web 2.0 Era. Coproduction, Execution and Efficiency of Public Servic collaborative model. This paper captures the perception of policymakers responsible of strategies for e-government in local governments about the influence of Web 2.0 technologies on: (a) the design and coproduction of public services; (b) the easy access to services and the problem solving in the
13#
發(fā)表于 2025-3-23 19:55:04 | 只看該作者
Towards User Centric E-Governmentovernment administration into e-government. However, the successful adoption to e-government systems by citizens is still a bigger challenge. User centered design approach focuses on involving citizens in the design of e-government systems. In this chapter, we re-emphasize the need for user centric
14#
發(fā)表于 2025-3-23 23:50:19 | 只看該作者
Enacting Digital Government Services for Noncitizens: The Case of Migration Servicesppropriate for most traditional public services. However, a large number of service users are noncitizens, including, for example, people applying for immigration services. Theoretically and practically, there are interesting differences between government services targeted to citizens and migration
15#
發(fā)表于 2025-3-24 02:58:19 | 只看該作者
16#
發(fā)表于 2025-3-24 07:21:08 | 只看該作者
Play It to Plan It? The Impact of Game Elements on Usage of a Urban Planning Appng. This chapter investigates the impact specific game elements can have on citizens’ motivation in a mobile participation application. We present findings from a long-term field study with a gamified mobile participation prototype where we explored participants’ awareness, acceptance, and experienc
17#
發(fā)表于 2025-3-24 10:50:27 | 只看該作者
18#
發(fā)表于 2025-3-24 14:53:50 | 只看該作者
19#
發(fā)表于 2025-3-24 19:35:02 | 只看該作者
20#
發(fā)表于 2025-3-25 01:23:12 | 只看該作者
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