34 research outputs found

    SERPs and Ads on Mobile Devices: An Eye Tracking Study for Generation Y

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    We use eye tracking data to analyze the search behavior of Generation Y users when searching for information using a mobile phone. Following previous studies, we use Google as an example of list-based SERPs to explore the impact of advertisements in search results and their impact on attention before the user’s first action on the page. Results provide evidence that the presence of advertisements and location on the screen can have an impact on user experience and search

    Faces and Viewing Behavior: An Exploratory Investigation

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    User experience is becoming increasingly important in gaining a competitive advantage in the marketplace. One way to improve user experience is by including images of faces. People are drawn to faces because paying attention to faces has played a significant role in human evolution. Hence, areas on a web page that typically receive less attention from users, such as the right side or below the fold, may benefit from the inclusion of images of faces. Although faces may be useful in attracting attention to particular places on a web page, they may also distract attention from key information. To test this possibility, we conducted two eye tracking studies in which images of faces were placed on areas of a web page that are shown to receive less attention. The results indicated that faces did not increase the number of people who viewed the areas where the faces were located, but that faces affected fixation patterns on these areas. Our results also showed that faces located above the fold of the web page negatively affected the performance of those who were completing tasks

    Young Adult Health Promotion: Supporting Research Design with Eye-Tracking Methodologies

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    Despite increasing mental health problems among college undergraduate students, little work has been done to investigate factors that can improve health promotion among this population. To address this need we designed a research program that addresses health promotion toward young adults. In particular, we are interested in addressing mental health and risky health behaviors among college undergraduate students. The research reported in this study is the result of the first basic step in our research program

    Social presence and dishonesty in retail

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    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/

    Framing or Gaming? Constructing a Study to Explore the Impact of Option Presentation on Consumers

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    The manner in which choice is framed influences individuals’ decision-making. This research examines the impact of different decision constructs on decision-making by focusing on the more problematic decision constructs: the un-selected and pre-selected optout. The study employs eye-tracking with cued retrospective think-aloud (RTA) to combine quantitative and qualitative data. Eye-tracking will determine how long a user focuses on a decision construct before taking action. Cued RTA where the user will be shown a playback of their interaction will be used to explore their attitudes towards a decision construct and identify problematic designs. This pilot begins the second of a three phase study, which ultimately aims to develop a research model containing the theoretical constructs along with hypothesized causal associations between the constructs to reveal the impact of measures such as decision construct type, default value type and question framing have on the perceived value of the website and loyalty intentions

    Watching People Making Decisions: A Gogglebox on Online Consumer Interaction

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    This paper presents a research study, using eye tracking technology, to measure participant cognitive load when encountering micro-decision. It elaborates and improves on a pilot study that was used to test the experiment design. Prior research that led to a taxonomy of decision constructs faced in online transactional processes is discussed. The main findings relate to participants’ subjective cognitive load and task error rates

    Designing for Success: Creating Business Value with Mobile User Experience (UX)

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