5 research outputs found

    Use of ‘Habit’ is not a habit in understanding individual technology adoption: A review of UTAUT2 based empirical studies

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    yes‘Habit’ was the most important theoretical addition into UTAUT2 to challenge the role of behavioural intention as a lone predictor of technology use. However, systematic review and meta-analysis of Price value the other UTAUT2 additional construct revealed major inconsistency of the model with just 41% UTAUT2 based studies including the construct in their research. Thus, the aim of this research is to understand the appropriateness of ‘habit’ construct usage among UTAUT2 based empirical studies and their reason for omission or inclusion. The findings from 66 empirical studies revealed only 23 studies a meagre (35%) utilised ‘habit’ construct and the remaining massive 43 studies (65%) excluded the construct from their research model. The major reason for studies not including “habit” construct was they were examining users of new technology at early stage of adoption where sufficient time hasn’t elapsed for users to form habit. Moreover this study caution the use of experience as an alternative for habit. Since experience can be gained under mandatory settings which is not sufficient enough to form habit that occurs more naturally under voluntary settings. This study also provided number of recommendations for theory and practice based on the findings

    ExProtoVAR. A Lightweight Tool for Experience-Focused Prototyping of Augmented Reality Applications Using Virtual Reality

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    Pfeiffer-Leßmann N, Pfeiffer T. ExProtoVAR. A Lightweight Tool for Experience-Focused Prototyping of Augmented Reality Applications Using Virtual Reality. In: HCI International 2018 – Posters' Extended Abstracts. Communications in Computer and Information Science. Vol 851. Cham: Springer International Publishing; 2018: 311-318.The exciting thing about augmented reality (AR) as an emerging technology is that there is not yet a common design language, nor a set of standard functionalities or patterns. Users and designers do not have much experience with AR interfaces. When designing AR projects for customers, this is a huge challenge. It is our conviction that prototypes play a crucial role in the design process of AR experiences by capturing the key interactions of AR and delivering early user experiences situated in the relevant context. With ExProtoVAR, we present a lightweight tool to create interactive virtual prototypes of AR applications

    Message from the conference chairs

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    The International Conference on Mobile Business (ICMB) and the Global Mobility Roundtable (GMR), Athens, Greece, 13-15 June 2010, p. 11link_to_subscribed_fulltex

    User Experience Guidelines for Designing HMD Extended Reality Applications

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    Part 4: Virtual and Augmented Reality IInternational audienceWith the rise of Extended Reality (XR) technologies, such as head mounted displays (HMD) for Virtual Reality (VR), Mixed Reality (MR), and Augmented Reality (AR), designers are presented with many unique challenges and opportunities when creating applications. Publications can be found from research and industry that offer insights and ideas surrounding user experience (UX) for XR applications. However, these publications often vary in format and content. Based on a thorough analysis of 68 different resources from research, industry, and 2D design, we present a set of eleven UX guidelines for designing XR applications. Our work serves as a reference to the literature for understanding what others have tried and discovered and provides an integrated set of guidelines. Furthermore, our guidelines offer guidance to a software developer to aid in the design of XR applications for HMD devices
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