Xie, Heng; Prybutok, Gayle; Peng, Xianghui; Prybutok, Victor
doi: 10.1080/10447318.2020.1712061pmid: N/A
An online clinic appointment system (OCAS) is an example of health information technology (HIT) innovation in the healthcare industry. An OCAS can help healthcare organizations to improve the efficiency of information exchange for patients and transform a clinic-centered practice into patient-centered practice. This research uses an enhanced trust model to investigate the trust formation mechanism in the HIT context using OCAS as a proxy. We collected survey data from young adults to study the patients’ perspectives and assess the proposed research model. The results support that five trusting base constructs have a statistically significant influence on the development of trusting beliefs in the use of OCAS, including situational normality, structural assurance, cognitive trusting base, perceived ease of use, and self-efficacy. We discuss theoretical contributions to trust formation in HIT and practical insights for healthcare organizations to utilize in developing and implementing patient focused HIT.
Li, Ying; You, Fangzhou; Ji, Ming; You, Xuqun
doi: 10.1080/10447318.2020.1719465pmid: N/A
Text input on smartphones plays an increasingly important role in people’s daily lives. This study aims to explore the impact of posture and environment on the user experience of smartphone input methods. A combination of performance, subjective, and physiological measures is used to assess the user experience of 32 subjects (12 male, 20 female; 18–26 years old) using QWERTY and T9 input methods in walking and sitting postures in indoor and outdoor environments. The results showed that T9 was more effective for indoors and when sitting than QWERTY, while QWERTY was more effective than T9 for outdoors and when walking. In our tests, using T9 indoors while sitting showed a significantly higher performance than QWERTY, while using QWERTY outdoors while walking elicited significantly lower emotional arousal than T9. The findings allow us to propose both the optimal contexts in which to use particular input methods, and to highlight new approaches for improving the user experience of these devices.
Sandbulte, Jomara; Beck, Jordan; Choe, Eun Kyoung; Carroll, John M.
doi: 10.1080/10447318.2020.1720442pmid: N/A
In many families, there are obstacles to support and collaborate with one another around positive health outcomes. One obstacle in providing support to one another occurs when family members are unaware of the need. In this study, we examine aspects of family conversations about health that affect family members’ decision to share (or not to share) information within the family, specifically information about sleep behaviors and medication intake. We conducted an interview study with independent living elderly parents (n = 11) and adult children (n = 14). We present factors that motivate and discourage family members from talking about sleep and medication within the family. We identified that some family members shift sharing behaviors following life changes that we characterize as “inciting incidents.” We elaborate the concept of inciting incidents as a resource for design ideas and contribute with a synthesis of design insights for developing family-centered health technologies.
doi: 10.1080/10447318.2020.1722399pmid: N/A
Imagine walking into a department store to shop for various products. Based on the social heuristics related to expertise, you would likely favor and trust the advice conveyed by a product specialist dedicated to his/her product base than by a generalist advisor who opines on all product categories. As per the computers are social actors theory, this effect should also apply to people’s interaction with embodied conversational agents simulating product advisors in a multi-product category e-commerce. This study evaluated the effects of specialist agent design using surfaces cues that were 1) agents’ self-introduction as product specialists, and 2) agents’ assignment to dedicated product categories, in a multi-product category e-commerce website. An experiment (n = 122) was conducted to compare the effects of the specialist agent design against the conventional generalist agent design where one agent advised on all product categories. Consistent with source credibility theory and multiple source effect theory, the results demonstrated that specialist agent design increased the perceived agent’s expertise, message trustworthiness, social presence, website trust, and purchase intention. Further, mediation analyses revealed that perceived agent’s expertise and message trustworthiness mediated the effects of specialist agent design on purchase intention, thus affirming the source credibility model. As predicted by multiple source theory, the implementation of multiple agents in the specialist agent design prompted a higher social presence, which was found to be a mediating factor that led to higher perceived website trust ability and benevolence. Finally, the effects of specialist agent design on purchase intentions were also mediated by perceived website trust ability and benevolence. Theoretical and practical implications are discussed in this paper.
Yang, Zhen; Shi, Jinlei; Wu, Bohan; Ma, Shu; Kang, Chunyan; Zhang, Wei; Li, Hongting; Wu, Changxu
doi: 10.1080/10447318.2020.1722401pmid: N/A
With the development of cutting-edge technology in the area of driving performance, driver warning systems based on head up displays (HUD) are considered to have the potential to improve driving safety in the future. The location of HUD warning graphics is a vital component to ensure that drivers obtain information the first time and avoid cognitive tunneling when coming across hazards; however, few studies have critically examined this. The present study investigated the advantages of HUD in presenting warning graphics in comparison with traditional head down display (HDD) in vehicles, and further explored the effect of HUD location based on comprehensive indicators, including behavior performance, eye movement data, and subjective assessment. The results revealed that compared with HDD, presenting warning graphics to drivers on HUD could significantly improve driving performance and eye movement patterns, and HUD was the preferential mode for drivers. Results also demonstrated that presenting HUD warning graphics at a location of 8°below the sight line was associated with the worst results in driving performance, eye movement patterns and subjective assessment. Other locations of HUD presentation were not associated with any significant differences for most indicators. These findings have some reference implications for automobile designers as they construct and implement HUD warning systems.
Curry, Christopher; Li, Ruixuan; Peterson, Nicolette; Stoffregen, Thomas A.
doi: 10.1080/10447318.2020.1726108pmid: N/A
Motion sickness is more common among women than among men. In vehicles, motion sickness is more common among passengers than among drivers. We asked whether these two effects might interact. In a yoked-control design using a head-mounted display, one member of each pair drove a virtual automobile, while the other member watched a recording of the driver’s performance. Overall reports of motion sickness were representative of previous research. We found no evidence that the incidence of motion sickness, or the severity of motion sickness symptoms differed between the sexes, or between drivers and passengers. However, among participants who discontinued early, the exposure time for female drivers was significantly less than for male drivers. The results confirm that motion sickness is a common effect of HMD use, and suggest that in virtual environments sex differences in motion sickness may vary with specific tasks.
Wang, Xiaohui; Goh, Dion Hoe-Lian; Lim, Ee-Peng
doi: 10.1080/10447318.2020.1724010pmid: N/A
Given the increasing popularity of gamified crowdsourcing, the study reported here involved examining determinants of users' continuance intention toward crowdsourcing games, both with longitudinal data and reference to a revised unified theory of acceptance and use of technology (UTAUT). At three time points, data were collected from an online survey about playing crowdsourcing games. Time-lagged regression, cross-temporal correlation, and structural equation modeling were performed to examine determinants of the acceptance of crowdsourcing games. Results indicate that the revised UTAUT2 is applicable to explaining the acceptance of crowdsourcing games. Not only did effort expectancy, hedonic motivation, and social influence directly affect users’ continuance intention toward crowdsourcing games, but time-based variations also emerged in users’ perceptions and acceptance of the games and in how their perceptions affect their acceptance. The findings answer the call for a context-specific acceptance model and the identification of factors of adopting gamification.
Chen, Chi-Wen; Koufaris, Marios
doi: 10.1080/10447318.2020.1726106pmid: N/A
Multi-device use has become a popular pattern of device use in recent years. However, empirical studies pertaining to motivations behind intention to use multiple devices have been limited. The objective of this study focuses on answering an essential question: given that heterogeneous devices are available to users, why do users use multiple devices rather than a single device to complete a task? Both Task-Technology Fit Theory and mental workload paradigm are considered to develop eight hypotheses and build the research framework. A trip-planning scenario was designed and used in the questionnaire to understand the factors that motivate users to use multiple devices. A total of 217 subjects completed the questionnaire. The results show that perceived task fit with multi-device use forms users’ attitudes toward and expected satisfaction with multi-device use. Furthermore, users’ attitudes toward multi-device use trigger their intentions to use multiple devices. Additionally, perceived complexity of multi-device use hinders users from perceiving good task fit with multi-device use. Implications for theory, practice, and future research directions are discussed.
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