542 research outputs found

    Designing Culture-Tailored Persuasive Technology to Promote Physical Activity

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    Physical inactivity has been recognized as one of the leading risk factors that account for cardiovascular disease, type-2 diabetes, stroke, hypertension, etc., with the World Health Organization labeling it as the fourth leading risk factor for global mortality. Research has shown that persuasive technology (PT) can be leveraged as a motivational/supportive tool in tackling the physical-inactivity problem. In particular, research shows that persuasive health applications (PHAs) are more likely to be effective if they are theorydriven and tailored to the target audience. Yet, most existing PHAs on the market are neither theory-driven nor tailored to the target audience. Rather, their designers often employ a one-size- fits-all approach. This makes it difficult to know what design decisions are effective or ineffective among a given target audience. To bridge this gap, I proposed a framework, called the "EMVE-DeCK Framework," grounded in Bandura's Triad of Reciprocal Determinism, for designing, implementing and evaluating tailored PT interventions. Basically, the EMVE-DeCK Framework employs "Theory" and "Technology" to explain and change "Behavior." Moreover, research shows that culture can be leveraged as a personalization mechanism for tailoring PHAs to the target users to make them more effective. However, there is limited cross-cultural research|grounded in theory and empirical evidence|on the effectiveness of culture-based tailoring, especially comparative studies involving understudied populations in the PT research landscape. Hence, using the Hofstede's cultural framework (individualism vs. collectivism), Social Cognitive Theory, Technology Acceptance Model and the EMVE-DeCK Framework, I conducted a number of comparative studies to understand the culture-speci c determinants of physical-activity behavior and the acceptance of a proposed PHA. I used the ndings to inform the design, implementation and evaluation of two versions of a tness app called BEN'FIT - personal version (PV) and social version (SV) - aimed to motivate bodyweight exercise at home. In this dissertation, using the EMVE-DeCK Framework and Canada/United States (individualist culture) and Nigeria (collectivist culture) as a case study, I describe: (1) the cross-cultural user studies and empirical f indings that informed the PT intervention; (2) the design and implementation of the culture-tailored PHA; (3) the evaluation of the overall and culture-tailoring e ectiveness of the PHA in a eld setting. Finally, based on empirical evidence, I present a set of validated PT design guidelines in the eld for designing and tailoring PHAs to users in the individualist and collectivist cultures. This dissertation makes three major contributions to PT research in the Human-Computer-Interaction domain. Firstly, it demonstrates how theory and culture can be employed in the design and development of PT interventions to motivate behavior change. Secondly, it reveals and validates in the eld how the individualist and collectivist cultures fundamentally differ in their motivational mechanism of behavior change. Thirdly, it provides an in-the- field validates PT design guidelines for developing tailored PHAs for the two main types of culture. In the physical-activity domain, the dissertation is the rst to conduct a theory-driven, in-the-fi eld cross-cultural PT research that focuses on an understudied population from Africa (Nigeria) and compare its ndings with those of a widely studied population from North America (Canada/United States)

    Designing Culture-Tailored Persuasive Technology to Promote Physical Activity

    Get PDF
    Physical inactivity has been recognized as one of the leading risk factors that account for cardiovascular disease, type-2 diabetes, stroke, hypertension, etc., with the World Health Organization labeling it as the fourth leading risk factor for global mortality. Research has shown that persuasive technology (PT) can be leveraged as a motivational/supportive tool in tackling the physical-inactivity problem. In particular, research shows that persuasive health applications (PHAs) are more likely to be effective if they are theory-driven and tailored to the target audience. Yet, most existing PHAs on the market are neither theory-driven nor tailored to the target audience. Rather, their designers often employ a one-size-fits-all approach. This makes it difficult to know what design decisions are effective or ineffective among a given target audience. To bridge this gap, I proposed a framework, called the “EMVE-DeCK Framework,” grounded in Bandura’s Triad of Reciprocal Determinism, for designing, implementing and evaluating tailored PT interventions. Basically, the EMVE-DeCK Framework employs “Theory” and “Technology” to explain and change “Behavior.” Moreover, research shows that culture can be leveraged as a personalization mechanism for tailoring PHAs to the target users to make them more effective. However, there is limited cross-cultural research—grounded in theory and empirical evidence—on the effectiveness of culture-based tailoring, especially comparative studies involving understudied populations in the PT research landscape. Hence, using the Hofstede’s cultural framework (individualism vs. collectivism), Social Cognitive Theory, Technology Acceptance Model and the EMVE-DeCK Framework, I conducted a number of comparative studies to understand the culture-specific determinants of physical-activity behavior and the acceptance of a proposed PHA. I used the findings to inform the design, implementation and evaluation of two versions of a fitness app called BEN’FIT—personal version (PV) and social version (SV)—aimed to motivate bodyweight exercise at home. In this dissertation, using the EMVE-DeCK Framework and Canada/United States (individualist culture) and Nigeria (collectivist culture) as a case study, I describe: (1) the cross-cultural user studies and empirical findings that informed the PT intervention; (2) the design and implementation of the culture-tailored PHA; and (3) the evaluation of the overall and culture-tailoring effectiveness of the PHA in a field setting. Finally, based on empirical evidence, I present a set of validated PT design guidelines in the field for designing and tailoring PHAs to users in the individualist and collectivist cultures. This dissertation makes three major contributions to PT research in the Human-Computer-Interaction domain. Firstly, it demonstrates how theory and culture can be employed in the design and development of PT interventions to motivate behavior change. Secondly, it reveals and validates in the field how the individualist and collectivist cultures fundamentally differ in their motivational mechanism of behavior change. Thirdly, it provides an in-the-field validated PT design guidelines for developing tailored PHAs for the two main types of culture. In the physical-activity domain, the dissertation is the first to conduct a theory-driven, in-the-field cross-cultural PT research that focuses on an understudied population from Africa (Nigeria) and compare its findings with those of a widely studied population from North America (Canada/United States)

    Three Research Essays on the Effects of Charity Website Design on Online Donations

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    This dissertation, which comprises three essays, examines the effects of charity website characteristics on people\u27s attitudes and online donation behaviors based on the elaboration likelihood model of persuasion (Essay 1), the halo effect (Essay 2), and self-schema, congruity, and visual rhetoric (Essay 3). Essay 1: The Elaborating Role of Personal Involvement with Charity Giving and Helper\u27s High on the Effects of Website Quality: Multiple Roles of Variables Although the Elaboration Likelihood Model (ELM) has been utilized for decades, researchers have not leveraged its full capabilities and richness in understanding the multiple roles postulate and employing the central and peripheral routes to persuasion. The central theme of this study is that cues can assume multiple roles, serving as central or peripheral cues, depending on an elaboration state. Moreover, this study asserts that a variable cannot be determined as a central or peripheral cue without consisting the elaboration state and associated theoretical explanations. This study theorizes and empirically tests the multiples roles postulate in the context of charity website and online donations. Using websites as a persuasion channel, this study investigates the effects of charity website quality, consisting of information content quality and system quality, on attitude toward the charity website, which in turn influences willingness to donate to the charity website. In keeping with the multiple roles postulate, this research investigates two charity-specific motivational constructs, personal involvement with charity giving and helper\u27s high as elaboration states, proposing that people with high personal involvement are more likely to be persuaded by information content, including financial, performance, and donation information. Likewise, individuals who reflect greater helper\u27s high, will rely more on system quality characteristics (including navigability, download delay, visual aesthetics, and security) in evaluating and forming their attitudes toward the charity websites. The results of structural equation modeling supported all hypotheses. This study extends the ELM by supporting the multiple roles postulate that has not received adequate attention in prior research and introducing charity-specific elaboration motivations. Essay 2: Beautiful is Good and Good is Reputable: Multi-Attribute Charity Website Evaluation and Reputation Formation under the Halo Effect The halo effect has been extensively employed to understand how people make judgments of quality about an object. However, there is little research on how people evaluate multi-attribute objects and what types of salient halos exist in their evaluation. In addition, little research has investigated the initial reputation formation of an unknown object. Based on these two research lacuna, the purposes of this study is to identify if there are evidences of various salient halos in evaluating multi-attributes objects and to theorize initial reputation formation. To accomplish these research objectives, this study employs charity websites as a multi-attribute donation channel consisting of three dimensions of information contents (mission, financial, and donation assistance information) and four dimensions of system functionalities/features (i.e., navigability, download speed, visual aesthetics, and security). This study proposes collective halo, aesthetics halo, two-sided quality halo, quality halo, and reputation halo in the context of charity website evaluation. The results of structural equation modeling and other analyses show evidence of the proposed halos. Essay 3: The Effects of Schema Congruity and Visual Consistency on Social Judgment of Charity Websites Effectively designed websites can positively enhance the donors\u27 perceptions so as to facilitate online donations. Drawing on extensive research on self-schema, congruity, and visual rhetoric, this study examines the effects of schema congruity (SC) and visual consistency (VC) on the perceived warmth and competence of charity websites. This study theorizes schema-visual congruity, an interaction between SC and VC. Using a controlled lab experiment, this study finds significant main effects of schema congruity and visual consistency on perceived warmth and competence. Also, there is a positive interaction between SC and VC, supporting the need for schema-visual congruity as a determinant of perceived warmth and competence. Consistent with prior eCommerce and donation research, this study finds that positive perceptions of charity websites (i.e., warmth and competence) increase attitude toward donation to the website, which in turn influences donation intention

    A User-Centered Perspective on Information Technologies in Museums

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    Information Technology (IT) has been put forth as a reasonable way to sustain visitor interest and encourage visit repetition in museums. Therefore, IT is becoming more common in museum settings and professionals express their need for more information about how their visitors interact with these systems. This dissertation is an attempt to answer this call. We propose three essays that deal with different aspects of museums and IT from a user-centered perspective. The first essay is an attempt to determine with a free simulation experiment how IT and more particularly websites can arouse interest for museological content. The second essay relies on a field study to analyze the influence of IT on affective and cognitive reactions during a museum visit, namely perceived enjoyment, perceived authenticity and learning. In the third essay, we use focus groups and questionnaires to explore visitor expectations towards a phenomenological experience and the role played by IT in visitor experience of the past. This dissertation contributes to research by (1) advancing our knowledge of IT dedicated to the cultural heritage area, and (2) identifying and understanding visitor perceptions of hedonic systems. By proposing a set of key dimensions that could be used for IT evaluation in the cultural heritage, this dissertation also offers actionable advices to museum professionals

    Consumer Engagement In Travel-related Social Media

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    The term of consumer engagement is extensively used in the digital era. It is believed that engaged consumers play an important role in products/services referral and recommendation, new product/service development and experience/value co-creation. Although the notion of consumer engagement sounds compelling, it is not fully developed in theory. Different interpretations coexist, resulting in confusion and misuse of the concept. This study attempts to define consumer engagement and develop a conceptual framework of consumer engagement, addressing antecedents of consumer engagement in online context. Moreover, some situational and social media usage-related factors are incorporated into the framework. A set of propositions are presented based on literature review and the conceptual framework to illustrate the relationship between consumer engagement and related factors. To provide empirical evidence for the conceptual model, an online survey is conducted. Participants complete the self-administered survey by answering questions concerning their online experience with the travel-related social media website they visit most. Two-step structural equation modeling is employed to analyze the data. The results show that both community experience and community identification have significant and positive relationship with consumer engagement. Community experience is also a strong predictor of community identification. Attitude toward using social media and travel involvement influence the relationship between consumer engagement and its antecedents. With focus on the interactive and experiential nature of consumer engagement, this study expands current understanding of consumer engagement and provides insights for hospitality and tourism businesses regarding how to engage consumers through travel-related social media

    User judgements of the online world: factors influencing website appeal and user decision-making.

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    Websites are an integral part of everyday life but we rarely think about how their visual appeal shapes our responses to them. To understand this relationship, research has outlined a number of visual characteristics that may determine appeal. However, previous studies have often used small stimulus sets or made experimental assumptions about critical website characteristics without careful control, making findings difficult to interpret and generalise. Experiment 1 addressed this through creating a corpus of 480 website stimuli containing normative ratings of key characteristics responsible for website appeal. Subsequent studies employed this corpus, providing stimuli that were well controlled but still represented the wider domain. Experiment 2 examined the timescale of appeal judgements and the impact of verbal brand framing messages on these judgements. As expected, participants made rapid, reliable, judgements even when given only 500ms. However, exposure to positive brand framing had a negative effect on appeal ratings. A possible explanation is discussed in terms of brand placement prominence on consumer attitudes. In Experiment 3 participants evaluated the appeal of embedded website advertising in order to examine the impact of visual framing on appeal judgements. Advertisements were deemed more appealing when they appeared on appealing websites, although brand familiarity had a mediating role. Eye movements revealed a complex relationship between website and advertisement appeal and familiarity in determining where participants attended. In Experiment 4, website appeal judgements were compared between typical participants and participants with autism in order to examine the role of individual differences. Interestingly, despite careful manipulations few differences emerged. However, eye tracking data revealed ASD participants attended to detailed content more than their typical counterparts. The implications of this work are discussed and a revision to the model of aesthetic judgement (Leder et al., 2004) is proposed in order to account for the current findings. An information-processing model of website evaluations is presented which outlines the processes involved from making initial judgements of appeal through to later, long-term evaluations of a website

    User experience evaluation of electronic moderation systems : a case study at a private higher education institution in South Africa

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    The transformation of a manual paper-based moderation process into an electronic moderation (eModeration) process poses unique challenges. These challenges concern academic processes, people and the user experience of interactive systems. eModeration can improve the user experience of assessment processes while lowering the risk of delaying the process or losing scripts. Despite the benefits associated with optimising assessment procedures, particularly examination procedures, the use of eModeration in South Africa is limited. There are several possible reasons for a lack of eModeration adoption ranging from infrastructure and technical issues through to organisational and human factors. The focus of this study is on the human factors involved in eModeration. Since no User Experience Evaluation Framework for eModeration existed at the time of this research, an in-depth study was conducted based on the experiences of eModeration users in the context of private higher education institutions. The study focused on identifying the most important user experience constructs for the evaluation of an eModerate system within the context of private higher education institutions in South Africa towards proposing a framework. The study was based in the fields of Information Systems and Human-Computer Interaction with eModeration being the application domain. The research used a Design Science Research methodology, which involved the development and testing of a User Experience Evaluation Framework for eModeration. The data generation methods included interviews with deans, eModerators and management, as well as a survey that included responses from both moderators and deans. The research was conducted at Midrand Graduate Institute and evaluated at Monash University. The study makes a validated contribution towards identifying the most important user experience constructs. The identified constructs were utilised in the design and development of the User Experience Evaluation Framework for eModeration, which can be used along with the evaluation criteria tool to evaluate eModerate systems.Information ScienceD. Litt. et Phil. (Information Systems

    Attractive User Interface Elements : Measurement and prediction

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    The years 2020–2021 mark a time when the global population was encountered by a world-wide pandemic. The lockdown had devastating consequences on many industries and individuals, and the emergence of global economies into the postpandemic recovery has only just begun. However, as people adapted to the pandemic by embracing a mobile lifestyle, industries that employed graphical user interfaces as a means of human-computer interaction saw tremendous growth, exceeding everyone’s expectations despite predictions of a slowdown. One example is the mobile apps and games markets, touted as the fastest growing marketplaces worldwide. At the moment, the impact of the mobile economy is undeniably high, and it does not show signs of stalling. As we look ahead and start the 'return to physical', we can see new mobile habits take shape in our everyday life. Today, people conduct most daily functions via graphical user interfaces, due to the increasing technology-mediated nature of all human praxis, such as socializing, work, education, and entertainment. The interaction is realized on various different platforms, be they on desktop, mobile devices, VR or (smart) TVs. Although user interfaces themselves are not novel, their role is more significant now than anyone could have imagined only a few decades ago. Attractive visual designs in user interfaces have proven to enhance many aspects concerning usability, sense of pleasure and trust, but evaluating aesthetics is challenging due to the subjective nature of user perception. Although several theories and measurement instruments have been developed in order to assess and design pleasing user interfaces, the measures remain scattered. Therefore, the aim of this dissertation is to expand knowledge on how the visual aesthetics of graphical user interfaces can be modelled, evaluated, and assessed. Through four studies, this dissertation provides an overview of the state-of-theart in the literature of measurement instruments of visual aesthetics for graphical user interfaces. The dimensions of aesthetic perception that emerge in the context of user interface elements are also examined and introduced by developing a scale for measuring perceptions. As engaging and intuitive imagery has become one of the most valuable assets in today’s attention economy, the studies also observe individual user perceptions of different demographic groups and their relationships on aesthetic qualities to determine how they predict the success of graphical elements. The publications employ methodology ranging from a systematic literature review to sophisticated, quantitative statistical modelling methods to accurately identify and address each of the described phenomena by standardized means. The findings provided by this dissertation greatly contribute to existing literature on the measurement and prediction of visually pleasing graphical user interfaces both practically and theoretically. Advancing knowledge and guidelines in this fast-paced field requires assessment from a wide perspective, including the observation of prior work, and the adaptation of measures to the modern economy by highlighting user behavior and preferences. This is particularly important in the milieu of the increasingly growing prevalence of graphical user interfaces that will continue shaping our lives in ways unimaginable

    Engagement with Digital Behaviour Change Interventions: Conceptualisation, Measurement and Promotion

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    Digital behaviour change interventions (DBCIs) can help people change various health behaviours; however, engagement is low on average and there is a positive association of engagement with intervention effectiveness. The extent to which this relationship is confounded or subject to reverse causality is unclear, and evidence-based models of how to promote engagement are lacking. Progress is hindered by the existence of multiple definitions and measures of engagement; this hampers attempts to aggregate data in meta-analyses. Using smartphone applications (apps) for smoking cessation and alcohol reduction as case studies, this thesis investigated how to conceptualise and measure engagement and identified factors that influence engagement with DBCIs in general, and with apps for smoking cessation and alcohol reduction in particular. Six studies using qualitative and quantitative methods were conducted. Study 1 was a systematic, interdisciplinary literature review, which synthesised existing conceptualisations and generated an integrative definition of engagement with behavioural and experiential dimensions, and a conceptual framework of factors that influence engagement with DBCIs. Studies 3 and 4 involved the development and evaluation of a self-report measure of the behavioural and experiential dimensions of engagement. Studies 2, 5 and 6 used mixed-methods to identify factors that influence engagement with apps for smoking cessation and alcohol reduction. Engagement with DBCIs can usefully be defined in both behavioural and experiential terms: the self-report measure demonstrated promising psychometric properties and was underpinned by two distinct factors, labelled ‘Experiential Engagement’ and ‘Behavioural Engagement’. Design features that support users’ motivation to change, foster their beliefs about the perceived usefulness and relevance of the technology, and spark their interest were found to be most important in the promotion of engagement with apps for smoking cessation and alcohol reduction. These findings can be used to inform the design of new, or modification of existing, apps for these behaviours
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