Time Pressure and User Ratings on Consumers’ Choice and Eye FixationsAmmons, Jeremiah G.; Parker, Cody; Chen, Jing
doi: 10.1080/10447318.2021.1976513pmid: N/A
This study investigated how time pressure and user ratings impacted consumer’s choice behavior and their eye fixation when shopping for online products. Participants were displayed various fictitious brands of the same types of product and were required to choose one that they would purchase. It was found that choices of a product and its associated eye fixations increased with user ratings. Compared to the time-pressure absence condition, the time-pressure presence condition had faster choice decisions and fewer eye fixations. There was also a significant interaction between user ratings and time pressure, for which products with a 5-star rating, not the lower ratings, was chosen more often in the time-pressure presence condition than in the time-pressure absence condition. Lastly, subjective reports showed that more individuals reported they had plenty of time to make their decisions in the time-pressure absence condition than in the time-pressure presence condition. Our results can inform retailers and webpage designers of potential design strategies in consideration of consumers’ behavior while shopping in different conditions of time pressure.
Selling on Instagram: Factors that Determine the Adoption of Instagram CommerceHerzallah, Doaa; Muñoz-Leiva, Francisco; Liébana-Cabanillas, Francisco
doi: 10.1080/10447318.2021.1976514pmid: N/A
The relevance of social networks in recent years has been demonstrated at the business level. However, selling through social networks and more specifically on Instagram constitutes an emerging field of knowledge. Instagram commerce is part of the new means of social commerce, in which various companies all over the world sell their products and services, and Instagram is the second most preferred social media platform globally. The aim of this research is twofold: on the one hand, to demonstrate the influence of social networks on the purchasing decisions of individuals by focusing more on Instagram commerce, and on the other hand, to analyze the factors that drive purchases in the context of the development of sales in social businesses, more specifically, on Instagram in Palestine. For this purpose, an experimental situation was developed in which users answered a survey after watching a video. From this survey, the present study obtained 200 valid responses. The research model is evaluated through structural equation modeling (SEM). Results reveal the huge impact of social networks on consumer purchase intention. In this sense, there are several factors that mediate the growth of sales in social commerce, particularly on Instagram. The research has important implications for the theory and practice of Instagram commerce.
Contagion of Offensive Behavior for Transient Interactions in Online Commenting PlatformsUmar, Prasanna; Squicciarini, Anna; Griffin, Christopher; Wede, Joshua
doi: 10.1080/10447318.2021.1976541pmid: N/A
Online aggression is an increasingly significant problem in Internet-based communication systems (e.g., commenting platforms) with potentially negative effects on online participation and quality of online discourse. Similar to offline aggression, online aggression has been shown to be contagious and to spread through online platforms as a result of exposure to aggressive content. Among other demographics, young adults report experiencing online aggression at alarming rates. In this paper, we examine the short-term effects of exposure to different levels of online aggressive behavior, and investigate whether it leads to an increase in online aggression among 118 young adults. Using an emulated commenting environment, we found evidence for the contagious nature of aggressive commenting. Even when individuals knew comments were synthetic (and not generated by actual peers), exposure to higher levels of aggressive comments resulted in a statistically significant increase in user aggression. Surprisingly, our results show that anonymity neither increased nor decreased the aggression response, which could indicate a change in user behavior since the advent of Internet 2.0 technologies or qualms related to experimenter-subject anonymity. Consequently, the results in this paper support the hypothesis that even in transient online interactions, young adult participants mimic their peers in an attempt to minimize social stress. Moreover, this mimicking occurs even when the participants know they are participating in an artificial social system.
Mobile Sensing for Emotion Recognition in Smartphones: A Literature Review on Non-Intrusive MethodologiesTzafilkou, Katerina; Economides, Anastasios A.; Protogeros, Nikolaos
doi: 10.1080/10447318.2021.1979290pmid: N/A
This paper aims to provide the reader with a comprehensive background for understanding current knowledge on the use of non-intrusive Mobile Sensing methodologies for emotion recognition in Smartphone devices. We examined the literature on experimental case studies conducted in the domain during the past six years (2015–2020). Search terms identified 95 candidate articles, but inclusion criteria limited the key studies to 30. We analyzed the research objectives (in terms of targeted emotions), the methodology (in terms of input modalities and prediction models) and the findings (in terms of model performance) of these published papers and categorized them accordingly. We used qualitative methods to evaluate and interpret the findings of the collected studies. The results reveal the main research trends and gaps in the field. The study also discusses the research challenges and considers some practical implications for the design of emotion-aware systems within the context of Distance Education.
Measuring Perceived Usability in Chinese Questionnaires: mTAM, SUS, and UMUXWang, Yuhui; Wang, Hairong
doi: 10.1080/10447318.2021.1979291pmid: N/A
In this study, we explored usability structures in the Chinese environment by (i) developing a Chinese version of the modified Technology Acceptance Model (mTAM), which uses a strict translation and prediction test process with strict psychometric evaluation characteristics and (ii) examining the relationships among Chinese versions of mTAM, SUS, and UMUX; we find that the three questionnaires have a strong correspondence. Further verification revealed that the correlation between SUS and PEU is stronger than between SUS and PU. Though the three questionnaires were developed independently in the Chinese environment, all can be used to effectively measure perceived usability.
A Framework for Assessing Organizational User Experience (UX) CapacityMacDonald, Craig M.; Sosebee, July; Srp, Alexandra
doi: 10.1080/10447318.2021.1979811pmid: N/A
Organizations across every industry are seeking to adopt effective User Experience (UX) practices, but they often struggle through an expensive process of trial and error because there is no standard methodology or approach for doing so. To address this challenge, we present the UX Capacity Assessment Framework (UXCAF) as a comprehensive tool for helping organizations understand the strengths and limitations of their current UX practices and identify targeted improvement strategies. Developed through a literature review and interviews with UX professionals, the UXCAF includes 21 concepts split into six dimensions of UX capacity: people, resources, practices and processes, organizational literacy, organizational decision-making, and benefits. We apply the UXCAF to three organizations in different sectors to show how organizations of any type and size can learn how to improve their internal UX practices and stay competitive in an increasingly digital world.
Turkish Adaptation Study of the Game User Experience Satisfaction Scale: GUESS-TRBerkman, Mehmet İlker; Bostan, Barbaros; Şenyer, Seray
doi: 10.1080/10447318.2021.1987679pmid: N/A
Game User Experience Satisfaction Scale (GUESS) is a relatively recent addition to the toolset of game user researchers, and it became one of the most used player experience evaluation methods in recent years. It is originally validated in English to provide a reliable tool for both academics and practitioners in the field to improve the validity and reliability of their research. In Turkey, the developing game industry, and the increased number of attempts in Game User Research demand reliable and valid measurement tools such as GUESS. Therefore, the current study aims to adapt the GUESS into the Turkish language and culture. We translated GUESS into Turkish through a series of expert inspection and back-translation processes. The translated item set is used for the evaluation of four video games in laboratory settings and additional two video games in participants’ residences, due to Covid-19 restrictions. One hundred and twenty-one undergraduate students in the game design field participated in the gameplay sessions for evaluating games using the Turkish version of GUESS. Running a PLS-CFA on 449 responses, we revised the factor structure of GUESS for the Turkish version by splitting the Playability/Usability dimension into two separate factors and excluding four items. We suggest the removal of these items due to two reasons: 1) evaluating games chosen by the authors, and 2) working with an expert participant group, which are different from the volunteering game enthusiasts who evaluated a game of their choice in the original study. Overall, we validated that GUESS is applicable in Turkish to measure the game user experience, although there are minor differences with the original version. We suggest that the original English version may also be revised considering our methodology and findings.