18,124 research outputs found

    Effects of user experience on user resistance to change to the voice user interface of an in‑vehicle infotainment system: Implications for platform and standards competition

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    This study examines the effects of user experience on user resistance to change—particularly, on the relationship between user resistance to change and its antecedents (i.e. switching costs and perceived value) in the context of the voice user interface of an in-vehicle infotainment (IVI) system. This research offers several salient findings. First, it shows that user experience positively moderates the relationship between uncertainty costs (one type of switching cost) and user resistance. It also negatively moderates the association between perceived value and user resistance. Second, the research test results demonstrate that users with a high degree of prior experience with the voice user interface of other smart devices exhibit low user resistance to change to the voice user interface in an IVI system. Third, we show that three types of switching costs (transition costs, in particular) may directly influence users to resist a change to the voice user interface. Fourth, our test results empirically demonstrate that both switching costs and perceived value affect user resistance to change in the context of an IVI system, which differs from the traditional IS research setting (i.e. enterprise systems). These findings may guide not only platform leaders in designing user interfaces, user experiences, and marketing strategies, but also firms that want to defend themselves from platform envelopment while devising defensive strategies in platform and standards competition

    Emerging technologies for learning report (volume 3)

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    Will mobile video become the killer application for 3G? - an empirical model for media convergence

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    Mobile carriers have continually rolled out 3G mobile video applications to increase their revenue and profits. The presumption is that video is superior to the already successful SMS, ringtones, and pictures, and can create greater value to users. However, recent market surveys revealed contradicting results. Motivated by this discrepancy, we propose in this paper a parsimonious model for user acceptance of mobile entertainment as digital convergence. Integrating research on Information Systems, Flow, and Media Psychology, we take a unique approach to user acceptance of digital convergence - platform migration. Our key proposition is that the interaction between media types and the platform-specific constraints is the key determinant of user evaluation. Particularly, users' involvement in the media is determined by both the entertaining time span on the original platform and the attentional constraint of the new platform. The mismatch between the two spans can result in lower level involvement, which in turn cause no or even negative user emotional responses. The model was tested with empirical data. We discuss the theoretical contributions, strategic and design implications, and future research directions derived from this theoretical framewor

    Exploring the Touch and Motion Features in Game-Based Cognitive Assessments

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    Early detection of cognitive decline is important for timely intervention and treatment strategies to prevent further deterioration or development of more severe cognitive impairment, as well as identify at risk individuals for research. In this paper, we explore the feasibility of using data collected from built-in sensors of mobile phone and gameplay performance in mobile-game-based cognitive assessments. Twenty-two healthy participants took part in the two-session experiment where they were asked to take a series of standard cognitive assessments followed by playing three popular mobile games in which user-game interaction data were passively collected. The results from bivariate analysis reveal correlations between our proposed features and scores obtained from paper-based cognitive assessments. Our results show that touch gestural interaction and device motion patterns can be used as supplementary features on mobile game-based cognitive measurement. This study provides initial evidence that game related metrics on existing off-the-shelf games have potential to be used as proxies for conventional cognitive measures, specifically for visuospatial function, visual search capability, mental flexibility, memory and attention

    Social Roles and Baseline Proxemic Preferences for a Domestic Service Robot

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    © The Author(s) 2014. This article is published with open access at Springerlink.com. This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited. The work described in this paper was conducted within the EU Integrated Projects LIREC (LIving with Robots and intEractive Companions, funded by the European Commission under contract numbers FP7 215554, and partly funded by the ACCOMPANY project, a part of the European Union’s Seventh Framework Programme (FP7/2007–2013) under grant agreement n287624The goal of our research is to develop socially acceptable behavior for domestic robots in a setting where a user and the robot are sharing the same physical space and interact with each other in close proximity. Specifically, our research focuses on approach distances and directions in the context of a robot handing over an object to a userPeer reviewe

    Eliciting Short-Term Closeness in Couple Relationships With Ecological Momentary Interventions

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    Relationship closeness is considered an important psychological variable for studying couple relationships, and is often postulated as cause for important relationship outcomes. The current study evaluates four micro-interventions for their suitability to experimentally elicit feelings of closeness towards one’s partner. Using participants’ smartphones, and a combination of experience sampling, event sampling, and ecological momentary interventions, individuals reported for a week on their experiences of closeness before and after completing daily either a neutral task or a task meant to enhance relationship closeness. The closeness tasks included showing physical affection, sharing a childhood memory, looking each other in the eyes for five minutes, and discussing shared life achievements. Results of intention-to-treat analyses on a within-person level showed that closeness increased from pre- to post-measurement on average more strongly on days of any of the four examined closeness conditions than on days of the neutral control conditions. Interindividual variability of this effect was observed, emphasizing the relevance of using within-person designs to evaluate such interventions. Exploratory analyses showed that effect sizes declined across time within the day. This study provides instruments for research on causal effects of closeness in everyday relationship life, and an evidence basis for smartphone-delivered interventions in practitioner settings

    Boost Customer Loyalty With Online Support: The Case Of Mobile Telecomms Providers

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    The paper explores the effect of customer satisfaction with online supporting services on loyalty to providers of an offline core service. Supporting services are provided to customers before, during or after the purchase of a tangible or intangible core product, and have the purpose of enhancing or facilitating the use of this product. The Internet has the potential to dominate all other marketing channels when it comes to the interactive and personalized communication that is considered quintessential for supporting services. Our study shows that the quality of online supporting services powerfully affects satisfaction with the provider and customer loyalty through its effect on online value and enjoyment. Managerial implications are provided.marketing ;
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