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1 – 10 of over 7000Morten Hertzum and Pia Borlund
Social question and answer (social Q&A) sites have become a popular tool for obtaining music information. The purpose of this paper is to investigate what users ask about, what…
Abstract
Purpose
Social question and answer (social Q&A) sites have become a popular tool for obtaining music information. The purpose of this paper is to investigate what users ask about, what experience the questions convey, and how users specify their questions.
Design/methodology/approach
A total of 3,897 music questions from the social Q&A site Yahoo! Answers were categorized according to their question type, user experience, and question specification.
Findings
The music questions were diverse with (dis)approval (42 percent), factual (21 percent), and advice (15 percent) questions as the most frequent types. Advice questions were the longest and roughly twice as long as (dis)approval and factual questions. The user experience associated with the questions was most often pragmatic (24 percent) or senso-emotional (12 percent). Pragmatic questions were typically about the user’s own performance of music, while senso-emotional questions were about finding music for listening. Notably, half of the questions did not convey information about the user experience but the absence of such information did not reduce the number of answers. In specifying the questions, the most frequent information was about the music context and the user context.
Research limitations/implications
This study suggests a division of labor between social Q&A sites and search engines for music information retrieval. It should be noted that the study is restricted to one social Q&A site.
Originality/value
Social Q&A sites provide an opportunity for studying what information real users seek about music and what information they specify to retrieve it, thereby elucidating the role of social Q&A in music information seeking.
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Evmorfia Karampournioti and Klaus-Peter Wiedmann
This paper examines in detail how the use of storytelling with parallax technology can influence the user experience (UX) in online shops as well as brand- and behavior-relevant…
Abstract
Purpose
This paper examines in detail how the use of storytelling with parallax technology can influence the user experience (UX) in online shops as well as brand- and behavior-relevant variables. Furthermore, this study analyzes the causal relationships between UX, brand attitudes and brand-related behavioral intentions in terms of purchase intention and price premiums. Explicit and implicit paths of human information processing are considered.
Design/methodology/approach
A sample of 266 respondents completed a web-based experiment under two conditions (text-based vs parallax storytelling online shop). An existing and operational online shop was used. The causal relationships were assessed by using partial least squares structural equation modeling (PLS-SEM). To measure implicit information processing, a single category implicit association test was applied.
Findings
By applying the storytelling technique with parallax scrolling, the online shop increased visitors' UX on explicit and implicit information processing levels and increased the online shop's overall perceived attractiveness. Storytelling with parallax motion enables an efficient transmission of brand-related associations to consumers' minds, enhances their explicit and implicit brand attitudes and increases their willingness to pay a higher price. Moreover, this study provides empirical evidence on the effects of UX on brand-related measures by applying PLS-SEM and thus reveals a causal chain of effects from UX on online shop attractiveness, brand attitude and behavioral intentions. Again, explicit and implicit perceptions were considered.
Originality/value
Science and practice are increasingly emphasizing that storytelling emotionalizes content, which facilitates effective communication and builds strong relationships with customers. Little evidence exists about its efficient implementation in an online shopping context and in fulfilling hedonic and pragmatic needs throughout the online journey. This study provides novel insights into managing online shoppers' UX, brand-related perceptions and behavioral intentions with the optimal use of techniques to implement storytelling. Furthermore, this is one of the first studies to holistically consider the human perception of online shops by drawing on theories and methods of psychology, marketing, consumer behavior, brand research and consumer neuroscience and considering explicit and implicit information processing in terms of hedonic and pragmatic UX and brand-related measures.
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The paper aims to present an outline how libraries are harnessing browser extensions to provide an easy and convenient access to library resources and services. Investigating the…
Abstract
Purpose
The paper aims to present an outline how libraries are harnessing browser extensions to provide an easy and convenient access to library resources and services. Investigating the features, purposes of use and types of browser extensions prevalent among libraries in different regions, the paper seeks to measure the degree of implementation of browser extensions.
Design/methodology/approach
Stratified sampling method was followed to select academic libraries, and convenient sampling method was applied to select public libraries from four continents – Asia, Oceania, Europe and North America. Two-step web content analysis was applied to gather data along the select dimensions.
Findings
The study contributes to the recent advances in application of browser extension with numerous examples focussing on the relevance of different approaches adopted by the libraries. Providing a framework of proportionate implementation along checkpoints, the study also highlights degree of acceptance of browser extension among libraries in different regions.
Research limitations/implications
The investigation was restricted to libraries having English websites and confined to four continents only. This study aims at improving understanding among the librarians about the intended use and application of browser extension and helping them benchmark their effort in support of education, research and training. The current investigation expands the scope of future research on remaining regions and website whose contents are in non-English language to attain a broader perspective of its implementation.
Originality/value
The article may guide library professionals to use, develop and promote the implementation of browser extension in libraries. The checkpoints used here may serve as bedrock for framing questionnaire and interview schedule for conducting future research examining users’ perception of browser extension in the context of library resources and usage pattern, to fully comprehend its practicability and usefulness.
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This paper aims to identify the basis of the technological anxiety phenomenon by defining the differences and similarities in terms of barriers of the implementation of Industry…
Abstract
Purpose
This paper aims to identify the basis of the technological anxiety phenomenon by defining the differences and similarities in terms of barriers of the implementation of Industry 4.0 technologies across industrial processing sector.
Design/methodology/approach
This paper presents a qualitative, exploratory research, and the authors apply the cross-case study method. The study is based on interviews with representatives of 11 medium-sized and large companies from industrial processing sector; specifically, the authors focus on three industries: automotive, food and furniture.
Findings
The research showed that there are similarities as well as differences in terms of identified barriers between individual industries. Taking into account the various dimensions of technological anxiety, similarities are visible, in particular, in the case of Internal processes and infrastructure and human resources, while in the other two dimensions, i.e. strategic planning and standards and security, differences between the sectors were noted.
Practical implications
The developed list of barriers can be a starting point for middle and senior managers of manufacturing companies to understand the sources of technological anxiety. The planning and introducing preventive and protective tools during Industry 4.0 implementation may reduce the occurrence of technological anxiety and thus ensure a smoother adoption of technologies 4.0, while respecting the organizational culture.
Originality/value
This work contributes to in-depth understanding of multifaced technological anxiety phenomenon. This paper classifies dimensions of existing barriers, increases the awareness on the difficulties during transformation process and, thus enables the improvement of the use of company’s internal potential.
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Neeru Sharma, Meena Sharma and Tejinderpal Singh
The study investigates whether the customer experience, satisfaction and continuance intention interrelationships in mobile banking services vary across Generation (Gen) Y and Gen…
Abstract
Purpose
The study investigates whether the customer experience, satisfaction and continuance intention interrelationships in mobile banking services vary across Generation (Gen) Y and Gen Z consumers.
Design/methodology/approach
The data were collected using online surveys from 224 Gen Y and 238 Gen Z mobile banking users. The study uses the partial least squares structural equation modelling (PLS-SEM) technique and an asymmetrical analytical approach through fuzzy set qualitative comparative analysis (fsQCA) to examine the effects of five experience dimensions (pragmatic, usability, affective, sensory and social) and satisfaction on continuance intention.
Findings
Whilst Gen Z values pragmatic and affective experiences more than Gen Y and assigns less importance to usability experience (Uxp), both PLS-SEM and fsQCA did not find any significant impact of sensory experience (Sxp) in any cohort. In contrast, fsQCA suggests that social experience could play a significant role for specific segments within both generations. Furthermore, PLS-SEM demonstrates a greater impact of satisfaction on continuance intention for Gen Y than for Gen Z.
Research limitations/implications
The sample consists of high/middle-income urban consumers in one country. Future research could investigate low-income and semi-urban/rural consumers and consumers living in other countries.
Practical implications
Banks must recognise the diversity within and between Gen Y and Gen Z, adopting a segmented user experience approach. Users within each generation may prioritise distinct aspects of the mobile banking app and understanding the specific differences between Gen Y and Gen Z preferences is crucial.
Social implications
Encouraging mobile banking users to engage in community-driven financial initiatives can inspire non-users, promoting digital financial inclusion.
Originality/value
To the best of the authors' knowledge, this study is the first to compare the customer experience-based psychological patterns of continued mobile banking use in Gen Y and Gen Z.
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This article is a contribution to the development of a comprehensive interdisciplinary theory of LIS in the hope of giving a more precise evaluation of its current problems. The…
Abstract
This article is a contribution to the development of a comprehensive interdisciplinary theory of LIS in the hope of giving a more precise evaluation of its current problems. The article describes an interdisciplinary framework for lis, especially information retrieval (IR), in a way that goes beyond the cognitivist ‘information processing paradigm’. The main problem of this paradigm is that its concept of information and language does not deal in a systematic way with how social and cultural dynamics set the contexts that determine the meaning of those signs and words that are the basic tools for the organisation and retrieving of documents in LIS. The paradigm does not distinguish clearly enough between how the computer manipulates signs and how librarians work with meaning in practice when they design and run document mediating systems. The ‘cognitive viewpoint’ of Ingwersen and Belkin makes clear that information is not objective, but rather only potential, until it is interpreted by an individual mind with its own internal mental world view and purposes. It facilitates further study of the social pragmatic conditions for the interpretation of concepts. This approach is not yet fully developed. The domain analytic paradigm of Hjørland and Albrechtsen is a conceptual realisation of an important aspect of this area. In the present paper we make a further development of a non‐reductionistic and interdisciplinary view of information and human social communication by texts in the light of second‐order cybernetics, where information is seen as ‘a difference which makes a difference’ for a living autopoietic (self‐organised, self‐creating) system. Other key ideas are from the semiotics of Peirce and also Warner. This is the understanding of signs as a triadic relation between an object, a representation and an interpretant. Information is the interpretation of signs by living, feeling, self‐organising, biological, psychological and social systems. Signification is created and con‐trolled in a cybernetic way within social systems and is communicated through what Luhmann calls generalised media, such as science and art. The modern socio‐linguistic concept ‘discourse communities’ and Wittgenstein's ‘language game’ concept give a further pragmatic description of the self‐organising system's dynamic that determines the meaning of words in a social context. As Blair and Liebenau and Backhouse point out in their work it is these semantic fields of signification that are the true pragmatic tools of knowledge organ‐isation and document retrieval. Methodologically they are the first systems to be analysed when designing document mediating systems as they set the context for the meaning of concepts. Several practical and analytical methods from linguistics and the sociology of knowledge can be used in combination with standard methodology to reveal the significant language games behind document mediation.
This study aims to investigate the factors that influence user experience (UX) of eLearning systems implemented in two institutions in Tanzania.
Abstract
Purpose
This study aims to investigate the factors that influence user experience (UX) of eLearning systems implemented in two institutions in Tanzania.
Design/methodology/approach
The study adopted questionnaire consisting of Nielsen’s heuristics and didactic metrics as pragmatic metrics and hedonic metrics followed by focus group discussions with students.
Findings
The study found that the eLearning system of University of Dar es Salaam had 43 UX problems related to Nielsen’s heuristics and 54 UX problems related to didactic heuristics. The eLearning system of the Open University of Tanzania had 50 UX problems related to Nielsen’s heuristics and 59 UX problems related to didactic heuristics. Moreover, the two systems provided positive UX hedonic quality on identification and evocation dimensions while stimulation was perceived to be neutral.
Research limitations/implications
The study has used learners as evaluators rather than expert evaluators. Learners are not particularly experienced in the learning domain, and therefore, it is difficult for them to identify many didactic violations of the eLearning systems.
Originality/value
The study contributes toward finding the underlying factors for non-use or underuse of the installed eLearning systems in various universities in sub-Saharan Africa.
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Smart card-based E-payment systems are receiving increasing attention as the number of implementations is witnessed on the rise globally. Understanding of user adoption behavior…
Abstract
Smart card-based E-payment systems are receiving increasing attention as the number of implementations is witnessed on the rise globally. Understanding of user adoption behavior of E-payment systems that employ smart card technology becomes a research area that is of particular value and interest to both IS researchers and professionals. However, research interest focuses mostly on why a smart card-based E-payment system results in a failure or how the system could have grown into a success. This signals the fact that researchers have not had much opportunity to critically review a smart card-based E-payment system that has gained wide support and overcome the hurdle of critical mass adoption. The Octopus in Hong Kong has provided a rare opportunity for investigating smart card-based E-payment system because of its unprecedented success. This research seeks to thoroughly analyze the Octopus from technology adoption behavior perspectives.
Cultural impacts on adoption behavior are one of the key areas that this research posits to investigate. Since the present research is conducted in Hong Kong where a majority of population is Chinese ethnicity and yet is westernized in a number of aspects, assuming that users in Hong Kong are characterized by eastern or western culture is less useful. Explicit cultural characteristics at individual level are tapped into here instead of applying generalization of cultural beliefs to users to more accurately reflect cultural bias. In this vein, the technology acceptance model (TAM) is adapted, extended, and tested for its applicability cross-culturally in Hong Kong on the Octopus. Four cultural dimensions developed by Hofstede are included in this study, namely uncertainty avoidance, masculinity, individualism, and Confucian Dynamism (long-term orientation), to explore their influence on usage behavior through the mediation of perceived usefulness.
TAM is also integrated with the innovation diffusion theory (IDT) to borrow two constructs in relation to innovative characteristics, namely relative advantage and compatibility, in order to enhance the explanatory power of the proposed research model. Besides, the normative accountability of the research model is strengthened by embracing two social influences, namely subjective norm and image. As the last antecedent to perceived usefulness, prior experience serves to bring in the time variation factor to allow level of prior experience to exert both direct and moderating effects on perceived usefulness.
The resulting research model is analyzed by partial least squares (PLS)-based Structural Equation Modeling (SEM) approach. The research findings reveal that all cultural dimensions demonstrate direct effect on perceived usefulness though the influence of uncertainty avoidance is found marginally significant. Other constructs on innovative characteristics and social influences are validated to be significant as hypothesized. Prior experience does indeed significantly moderate the two influences that perceived usefulness receives from relative advantage and compatibility, respectively. The research model has demonstrated convincing explanatory power and so may be employed for further studies in other contexts. In particular, cultural effects play a key role in contributing to the uniqueness of the model, enabling it to be an effective tool to help critically understand increasingly internationalized IS system development and implementation efforts. This research also suggests several practical implications in view of the findings that could better inform managerial decisions for designing, implementing, or promoting smart card-based E-payment system.
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Aurély Lao, Mariana Vlad and Annabel Martin
This research analyzes how the dimensions of the customer experience derived from using a digital kiosk during the store visit influence shopping value, self-mental imagery and…
Abstract
Purpose
This research analyzes how the dimensions of the customer experience derived from using a digital kiosk during the store visit influence shopping value, self-mental imagery and the behavioral intentions of buying and word of mouth. Mediation effects of utilitarian, hedonic and social shopping values are examined, as well as the mediating effect of self-mental imagery.
Design/methodology/approach
Two empirical studies were conducted to test the research hypotheses. A first analysis was carried out using a sample of 115 customers from several retail sectors. For the second study, 200 customers of one of the largest international sporting goods retailers were interviewed immediately after their store visit.
Findings
The results confirm significant influences of each dimension of the digital kiosk customer experience (sensorial, pragmatic, cognitive, social) on shopping value and self-mental imagery. They highlight strongest effects as well as the quasi-generalized mediating role of these values, and this self-mental imagery in the relations between the components of the experience and the behavioral intentions.
Research limitations/implications
The studies were carried out in only one country (France). It would be also useful to consider variations in shopping motives and in involvement between retail sectors. Highlighted relationships should be deepened by experiments intended to identify the psychological mechanisms and emotions capable of mediating influences of customer experience on shopping value.
Practical implications
The results encourage both advice on the design of digital kiosks and the specifications of their content and several recommendations about the widespread introduction of kiosks or similar new technologies.
Originality/value
This research highlights influences of each of components of customer experience when using an interactive kiosk on shopping values and self-mental imagery, and central roles of these in understanding influences of the customer experience on behavioral responses.
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Tareef Hayat Khan, Jia Beisi and Tapan Kumar Dhar
The paper tries to compare the qualitative difference between professional and pragmatic design solutions in self-built houses. Self-built houses are defined here as permanently…
Abstract
The paper tries to compare the qualitative difference between professional and pragmatic design solutions in self-built houses. Self-built houses are defined here as permanently constructed houses in urban context, generally used as the primary shelter of the users belonging to middle income group, and most likely to be constructed under own informal management and own investment. The study starts with the question why pragmatic solutions seem to be more effective than professional decisions in self-built houses, even though state regulations try to engage architects in housing decisions. This study adopts ethnographic method to find the implicit reasons behind pragmatic decisions during initial as well as different stages of transformations in the houses, and suggests how professional decisions might become more effective when it is molded with the subjective values of users. It also suggests that knowing these values can be one basic way to bring architects closer to these users, and let architects play social as well as professional role in a field which has not been explored much by architectural practitioners throughout architectural history.
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