8,677 research outputs found
A user perspective of quality of service in m-commerce
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2004 Springer VerlagIn an m-commerce setting, the underlying communication system will have to provide a Quality of Service (QoS) in the presence of two competing factorsânetwork bandwidth and, as the pressure to add value to the business-to-consumer (B2C) shopping experience by integrating multimedia applications grows, increasing data sizes. In this paper, developments in the area of QoS-dependent multimedia perceptual quality are reviewed and are integrated with recent work focusing on QoS for e-commerce. Based on previously identified user perceptual tolerance to varying multimedia QoS, we show that enhancing the m-commerce B2C user experience with multimedia, far from being an idealised scenario, is in fact feasible if perceptual considerations are employed
The display of electronic commerce within virtual environments
In todayâs competitive business environment, the majority of companies are expected to be represented on the Internet in the form of an electronic commerce site. In an effort to keep up with current business trends, certain aspects of interface design such as those related to navigation and perception may be overlooked. For instance, the manner in which a visitor to the site might perceive the information displayed or the ease with which they navigate through the site may not be taken into consideration. This paper reports on the evaluation of the electronic commerce sites of three different companies, focusing specifically on the human factors issues such as perception and navigation. Heuristic evaluation, the most popular method for investigating user interface design, is the technique employed to assess each of these sites. In light of the results from the analysis of the evaluation data, virtual environments are suggested as a way of improving the navigation and perception display constraints
Honesty, social presence, and self-service in retail
Retail self-service checkouts (SCOs) can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff. Recent research indicates that the lack of presence of staff may provide the opportunity for consumers to behave dishonestly. This study examined whether a social presence in the form of visual, humanlike SCO interface agents had an effect on dishonest user behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. Our hypotheses were partially supported by the results. We conclude that companies adopting self-service technology may consider the implementation of social presence to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study
Social presence and dishonesty in retail
Self-service checkouts (SCOs) in retail can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff, together with reduced queuing times. Recent research indicates that the absence of staff may provide the opportunity for consumers to behave dishonestly, consistent with a perceived lack of social presence. This study examined whether a social presence in the form of various instantiations of embodied, visual, humanlike SCO interface agents had an effect on opportunistic behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. This was partially supported by the results. The findings contribute to the theoretical framework in social presence research. We concluded that companies adopting self-service technology may consider the implementation of social presence in technology applications to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study.<br/
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Using 3D product visualisation to tap consumersâ experience with online retailers: From telepresence to authenticity
This study investigates the effects of authentic three dimensional (3D) product visualisation versus 3D telepresence on consumersâ virtual experience. A hypothetical retailer Web site presents a variety of laptops using 3D product visualisations for the within-subjects laboratory experiment. The first stage uses two-way repeated measures ANOVA to determine the effects of the progressive levels of control and animated colours on 3D authenticity (the dependent variable). In a second stage, we use structural equation modelling to test the proposed hypothesis. This research uses a U.K. sample to investigate the effects of 3D authenticity and 3D telepresence on willingness to purchase and reveals significant differences between telepresence and authenticity constructs. Authenticity is more significant in simulating an online retailerâs products, and control and animated colours represent the main antecedents of authenticity. The proposed conceptual model achieves acceptable fit and the hypothesised paths are all valid
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Bodies and everyday practices in designed urban environments
In recent years, the centres of many towns and cities have been reshaped by urban design projects, but little attention has been paid to how these transformations are experienced everyday by users of the city. In other words: how do the users of urban centers, such as shoppers, cleaners, or workers, perceive these changes, as embodied subjects in specific material environments? This paper analyses how bodies in two intensely designed urban spaces â the shopping centre of Milton Keynes, a 1960s new town, and Bedford's recently redeveloped historic town centre â are affected by elements of the built environment. 'Affected' is a term borrowed from Latour (2004), and the paper works with, and elaborates, some of his and others' work on how bodies are effectuated by other entities. Such Latourian work pays a great deal of attention to how bodies are affected by both human and non-human entities of many kinds, and we examine how certain aspects of the built environment in these two towns affects bodies in specific ways. However, we also emphasise the variability in this process, in particular that bodies seem unaware â or ambivalently aware â of many entities' affordances
GeoNotes: A Location-based Information System for Public Spaces
The basic idea behind location-based information systems is to connect information pieces to positions in outdoor or indoor space. Through position technologies such as Global Positioning System (GPS), GSM positioning, Wireless LAN positioning o
Elements of design for indoor visualisation
Indoor visualisation has received little attention. Research related to indoor environments have primarily focussed on the data structuring, localisation and navigation components (Zlatanova et al., 2013). Visualisation is an integral component in addressing the diverse array of indoor environments. In simple words, 'What is the most efficient way to visualise the surrounding indoor environment so that the user can concisely understand their surroundings as well as facilitating the process of navigation?' This dissertation proposes a holistic approach that consists of two components. The significance of this approach is that it provides a robust and adaptable method in providing a standard to which indoor visualisation can be referenced against. The first component is a theoretical framework focussing on indoor visualisation and it comprises of principles from several disciplines such as geovisualisation, human-perception theory, spatial cognition, dynamic and 3D environments as well as accommodating emotional processes resulting from human-computer interaction. The second component is based on the theoretical framework and adopts a practical approach towards indoor visualisation. It consists of a set of design properties that can be used for the design of effective indoor visualisations. The framework is referred to as the "Elements of Design" framework. Both these components aim to provide a set of principles and guidelines that can be used as best practices for the design of indoor visualisations. In order to practically demonstrate the holistic indoor visualisation approach, multiple indoor visualisation renderings were developed. The visualisation renderings were represented in a three-dimensional virtual environment from a first-person perspective. Each rendering used the design framework differently. Also, each rendering was graded using a parallel chart that compares how the different visual elements were used per the rendering. The main findings were that the techniques/ renderings that used the visual elements effectively (enhanced human-perception) resulted in better acquisition and construction of knowledge about the surrounding indoor environment
Trust based marketing on the internet
Cover title. "October 15, 1998."Includes bibliographical references (p. 18-20).Partial support from the MIT International Motor Vehicle Project.by Glen L. Urban, Fareena Sultan, William Qualls
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