1,760 research outputs found
Who can be nudged? Examining nudging effectiveness in the context of need for cognition and need for uniqueness
In the last decade, there has been a growing research focus on the subtle modifications of choice architecture that have strong effects on consumer behavior and are subsumed under the term nudging. There is still little research, however, on how different nudges influence individuals with different personality characteristics. An experimental online shopping scenario is used to test whether a customer\u27s Need for Cognition and Need for Uniqueness moderate the effectiveness of two of the most prominent nudges—defaults and social influence. Two experiments with samples stratified by age, gender, and education (total N = 1,561) reveal that defaults and social influence have the predicted impact on a customer\u27s decision. Across both studies, nudge effectiveness was partially impacted by Need for Cognition and not impacted at all by Need for Uniqueness. These findings imply that both types of nudges are strong and robust techniques to influence consumer decision‐making and are effective across different levels of consumer\u27s Need for Cognition or Need for Uniqueness
Brand placements in video games: How local in‐game experiences influence brand attitudes
Brand placements are omnipresent in video games, but their overall effect on brand attitudes is small and varies substantially between studies. The present research takes an evaluative conditioning perspective to explain when and how brand placements in video games influence brand attitudes. In two experiments with a 3D first-person video game, we show that only brands encountered during positive in-game experiences benefit from the placement, but not those encountered during negative in-game experiences. Building on the cognitive processes underlying evaluative conditioning, we also show that brand attitudes largely depend on the memory for the pairing of a brand with positive/negative in-game experiences. Pairing memory and thus also evaluative conditioning effects increase when players attend to the pairing of brands and positive/negative experiences, for example, when such pairings are a central part of the game\u27s storyline. Overall, our findings show that evaluative conditioning and its cognitive mechanisms can be utilized to explain and predict advertising effects in applied settings, such as brand placements in video games
Designing Attentive Information Dashboards
Information dashboards are a critical capability in contemporary business intelligence and analytics systems. Despite their strong potential to support better decision-making, the massive amount of information they provide challenges users performing data exploration tasks. Accordingly, dashboard users face difficulties in managing their limited attentional resources when processing the presented information on dashboards. Also, studies have shown that the amount of concentrated time humans can spend on a task has dramatically decreased in recent years; thus, there is a need for designing user interfaces that support users attention management. In this design science research project, we propose attentive information dashboards that provide individualized visual attention feedback (VAF) as an innovative artifact to solve this problem. We articulate theoretically grounded design principles and instantiate a software artifact leveraging users eye movement data in real time to provide individualized VAF. We evaluated the instantiated artifact in a controlled lab experiment with 92 participants. The results from analyzing users eye movement after receiving individualized VAF reveal that our proposed design has a positive effect on users attentional resource allocation, attention shift rate, and attentional resource management. We contribute a system architecture for attentive information dashboards that support data exploration and two theoretically grounded design principles that provide prescriptive knowledge on how to provide individualized VAF. Practitioners can leverage the prescriptive knowledge derived from our research to design innovative systems that support users information processing by managing their limited attentional resources
Influence of topography and Co domain walls on the magnetization reversal of the FeNi layer in FeNi/AlO/Co magnetic tunnel junctions
We have studied the magnetization reversal dynamics of FeNi/AlO/Co
magnetic tunnel junctions deposited on step-bunched Si substrates using
magneto-optical Kerr effect and time-resolved x-ray photoelectron emission
microscopy combined with x-ray magnetic circular dichroism (XMCD-PEEM).
Different reversal mechanisms have been found depending on the substrate miscut
angle. Larger terraces (smaller miscut angles) lead to a higher nucleation
density and stronger domain wall pinning. The width of domain walls with
respect to the size of the terraces seems to play an important role in the
reversal. We used the element selectivity of XMCD-PEEM to reveal the strong
influence of the stray field of domain walls in the hard magnetic layer on the
magnetic switching of the soft magnetic layer.Comment: 8 Pages, 7 Figure
Nucleation of magnetisation reversal, from nanoparticles to bulk materials
We review models for the nucleation of magnetisation reversal, i.e. the
formation of a region of reversed magnetisation in an initially magnetically
saturated system. For small particles models for collective reversal, either
uniform (Stoner-Wohlfarth model) or non-uniform like curling, provide good
agreement between theory and experiment. For microscopic objects and thin
films, we consider two models, uniform (Stoner-Wohlfarth) reversal inside a
nucleation volume and a droplet model, where the free energy of an inverse
bubble is calculated taking into account volume energy (Zeeman energy) and
surface tension (domain wall energy). In macroscopic systems, inhomogeneities
in magnetic properties cause a distribution of energy barriers for nucleation,
which strongly influences effects of temperature and applied field on
magnetisation reversal. For these systems, macroscopic material parameters like
exchange interaction, spontaneous magnetisation and magnetic anisotropy can
give an indication of the magnetic coercivity, but exact values for nucleation
fields are, in general, hard to predict.Comment: 12 pages; Published in a Special Issue of the C. R. Physique devoted
to nucleation. C.R. Physique 7, 977 (2006). Corrected version, as publishe
From Soyuz-docking manoeuvres to microalgae cultivation: hands-on training for Master's students
A strong connection between research and teaching at a university is crucial to offer students a unique opportunity to put in practice the concepts taught in theoretical lectures. At the University of Stuttgart, several hands-on training courses have been offered for eight years within the module “Selected hands-on training for space”. Those are adapted to the current research at the Institute of Space Systems. During one semester, students participate in two of the offered courses and are evaluated through an exam or a report. Three ECTS for the space specialization in the aerospace engineering Master are granted after successful completion. The limited places offered are usually filled up in matter of hours and the students’ feedback has been very positive every year. The module includes up to five different courses, depending on the semester. The Life Support Systems seminar is focused on the cultivation of microalgae, linked to the institute’s ISS Experiment photobioreactor PBR@LSR. After
learning the basic life support system concepts, the students build and conduct their own microalgae photobioreactor experiment. In the Missions Analysis practical seminar, based on the work of several PhD candidates, the participants learn and put in practice aspects of mission planning with the help of the Astos Solutions software as well as the SPICE toolkit. During the Rendezvous and Docking practical training, students learn about the operation and handling of a spacecraft. Besides theoretical lectures, guided sessions in the simulator allow to put into practice the handling of common complex procedures, audio-visual perception and motor skills. This seminar is linked to the research carried out in the SIMSKILL experiment. In the Earth Remote Sensing seminar, students learn how to handle payload data for Earth observation and their scientific evaluation. The Flying Laptop, a satellite fully built at the institute and launched in 2017, is used for this course. Finally, the research carried out in the field of electrolysers and fuel cells for space applications at the institute prompted the establishment of a training course. After deepening their knowledge on both electrolysers and fuel cells, the students prepare, carry out and evaluate various experiments. This paper presents the different training courses from our institute and their link to the current research
Corrigendum to: "Variations of sedimentary Fe and Mn fractions under changing lake mixing regimes, oxygenation and land surface processes during Late-glacial and Holocene times" [Sci. Total Environ. 755 (2021) 143418].
ISSN:0048-9697ISSN:1879-102
Transparent by choice: Proactive disclosures increase compliance with digital defaults
Default nudges successfully guide choices across multiple domains. Online use cases for defaults range from promoting sustainable purchases to inducing acceptance of behavior tracking scripts, or “cookies.” However, many scholars view defaults as unethical due to the covert ways in which they influence behavior. Hence, opt-outs and other digital decision aids are progressively being regulated in an attempt to make them more transparent. The current practice of transparency boils down to saturating the decision environment with convoluted legal information. This approach might be informed by researchers, who hypothesized that nudges could become less effective once they are clearly laid out: People can retaliate against influence attempts if they are aware of them. A recent line of research has shown that such concerns are unfounded when the default-setters proactively discloses the purpose of the intervention. Yet, it remained unclear whether the effect persists when defaults reflect the current practice of such mandated transparency boils down to the inclusion of information disclosures, containing convoluted legal information. In two empirical studies (N = 364), respondents clearly differentiated proactive from mandated transparency. Moreover, they choose the default option significantly more often when the transparency disclosure was voluntary, rather than mandated. Policy implications and future research directions are discussed
Brand placements in video games: How local in-game experiences influence brand attitudes
Brand placements are omnipresent in video games, but their overall effect on brand attitudes is small and varies substantially between studies. The present research takes an evaluative conditioning perspective to explain when and how brand placements in video games influence brand attitudes. In two experiments with a 3D first-person video game, we show that only brands encountered during positive in-game experiences benefit from the placement, but not those encountered during negative in-game experiences. Building on the cognitive processes underlying evaluative conditioning, we also show that brand attitudes largely depend on the memory for the pairing of a brand with positive/negative in-game experiences. Pairing memory and thus also evaluative conditioning effects increase when players attend to the pairing of brands and positive/negative experiences, for example, when such pairings are a central part of the game\u27s storyline. Overall, our findings show that evaluative conditioning and its cognitive mechanisms can be utilized to explain and predict advertising effects in applied settings, such as brand placements in video games
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