| The Internal-External Efficacy Model: Towards the Integration of Computer Self-Efficacy and Task Technology Fit into a Comprehensive View | | BIBAK | Full-Text | 4 | |
| Miguel I. Aguirre-Urreta | |||
| This research reviews the task-technology fit literature and draws parallels
with the internal-external efficacy model recently developed by Eden (2001). In
particular, it argues that the construct of task-technology fit,
operationalized with perceptual measures as is commonly done, is equivalent to
the concept of means efficacy included in the internal-external efficacy model.
As a result, the latter provides a theoretical lens through which existing
results in the task-technology fit literature can be interpreted, as well as a
number of avenues for further research that have not been conceptualized
before. A research model based on these arguments is outlined, as well as the
potential contribution of carrying out such study. Keywords: Computer self-efficacy, task-technology fit, means efficacy, performance | |||
| Validation of a Model of Information Systems User Competency | | BIBAK | Full-Text | 8 | |
| Brenda Eschenbrenner; Fiona Fui-Hoon Nah | |||
| IS user competency, or the ability to realize the fullest potential and the
greatest performance from IS use, is important for IS users. However, which
factors contribute to IS user competency is unclear. Based on the findings of
previous research, a model of IS user competency was developed that focuses on
IS-specific characteristics: (i) domain knowledge of and skills in IS, (ii)
willingness to try and to explore IS, and (iii) capability of perceiving IS
value. The model was validated using the survey approach and the findings
suggest that all three factors are pivotal to IS user competency, with
willingness to try and to explore IS being the most significant factor. The
results suggest that IS user training should not only incorporate the requisite
operational understanding of IS, but should also develop users' ability to
understand the value of IS and, most importantly, their willingness to explore
IS. Keywords: IS User Competency, Willingness to Try and to Explore IS, Capability of
Perceiving IS Value, Domain Knowledge of and Skills in IS | |||
| User Choice between Traditional and Computerized Methods: An Activity Perspective | | BIBAK | Full-Text | 10 | |
| Jun Sun | |||
| Numerous computerized methods emerge to replace traditional methods in
people's personal, work and social lives, but many are hesitant to make the
transition. This study examines the factors that influence human choice between
different methods. According to Activity Theory, traditional and computerized
methods are both tools that a person uses for a certain task. The situated
experiences with various methods shape people's attitude toward using them
later in terms of tool readiness. The understanding leads to hypothesized
relationships between user-, method- and task-specific factors and the
dependent variable. The results from an empirical study support that method
experiences have strong direct effects, user characteristics have weak
moderating effects and task situations have both moderating and mediated
effects on tool readiness at different levels. This understanding provides
researchers and practitioners the insight on how to facilitate the transition
from traditional methods to computerized methods for different users and for
different tasks. Keywords: Activity Theory, choice behavior, computerized method, traditional method,
tool readiness, multilevel modeling | |||
| Design Elements that Promote the Use of Fake Website-Detection Tools | | BIBAK | Full-Text | 1 | |
| Fatemeh Zahedi; Ahmed Abbasi; Yan Chen | |||
| Fake websites have emerged as a major source of online fraud, accounting for
billions of dollars of loss by Internet users. We explore the process by which
salient design elements could increase the use of protective tools, thus
reducing the success rate of fake websites. Using the protection motivation
theory, we conceptualize a model to investigate how salient design elements of
detection tools could influence users' perceptions of the tools, efficacy in
dealing with threats, and use of such tools. The research method was a
controlled lab experiment with a novel and extensive experimental design and
protocol. We found that trust in the detector is the pivotal coping mechanism
in dealing with security threats and is a major conduit for transforming
salient design elements into increased use. We also found that design elements
have profound and unexpected impacts on self-efficacy. The significant
theoretical and empirical implications of findings are discussed. Keywords: protection motivation theory, experimental design, spoofed websites,
concocted websites, detection tool, protective IT artifact | |||
| Towards a Theory of Explanation and Prediction for the Formation of Trust in IT Artifacts | | BIBAK | Full-Text | 6 | |
| Matthias Söllner; Axel Hoffmann; Holger Hoffmann; Jan Marco Leimeister | |||
| In this paper we argue that the predominant trust conceptualization in IS
has a major weakness when researching trust in IT artifacts and that a theory
of explanation and prediction for the formation of trust in IT artifacts is
necessary to face the upcoming challenges. Thus, we motivate a trust
conceptualization from the HCI discipline, and develop a formative measurement
model for trust in IT artifacts to achieve deeper insights on the formation of
trust. The results of our pre-study with 102 undergraduate students suggest
that the new conceptualization is valueable for creating the desired insights
on the formation of trust in IT artifacts. In an upcoming field experiment with
about 250 users we expect to gain more detailed and reliable insights in the
formation of trust in IT artifacts allowing us to derive a first theory of
explanation and prediction for the formation of trust in IT artifacts. Keywords: Trust, Trust in IT artifacts, Laboratory experiment, Theory of explanation
and prediction | |||
| The Impact of Internet Health Information on Patient Compliance: The Role of Perceived Information Asymmetry | | BIBAK | Full-Text | 12 | |
| John D. Laugesen; Khaled Hassanein; Yufei Yuan | |||
| In recent years, patients have been increasingly seeking and using Internet
Health Information (IHI) to become more active in managing their own health in
a partnership with their physicians. This trend has both positive and negative
effects on the interactions and trust between the patient and physician. This
study will examine the impact of patients' use of IHI on various elements that
characterize the interactions between a patient and her/his physician through
the lens of Principal-Agent Theory. Specifically information asymmetry between
the patient and physician and its relationships with the patient's trust in and
use of IHI, the patient's trust in their physician and his/her compliance with
the physician's advice is examined. We outline a survey-based study to
empirically validate the proposed theoretical model using structural equation
modeling techniques. Keywords: Trust, Agency Theory, Internet Health Information, Information Asymmetry,
Compliance Note: Best paper award | |||
| Measuring the Mobile User Experience: Conceptualization and Empirical Assessment | | BIBAK | Full-Text | 3 | |
| Dongwon Lee; Mun Y. Yi; Junkoo Choi; Howon Lee | |||
| User experience is commonly considered important for IT adoption and use.
However, a formal measure that captures a user's holistic experience obtained
through the use of an IT artifact has not been developed. In this study, we
propose a new measure of user experience and examine its validity using the
data collected from over 240 smartphone mobile users in South Korea. Based on
prior research on brand experience in marketing, we conceptualize user
experience as a second order construct with four sub-dimensions. The convergent
and discriminant validity of the measurement items of mobile user experience is
examined along with the established measurement items of the cognitive
absorption, which is similar to the proposed construct in that both capture
what a user has experienced while interacting with an IT artifact. Further, we
examine the effects of the proposed construct on perceived usefulness,
satisfaction, and continuous intention. Keywords: User experience, Cognitive absorption, Measure development, Mobile
application | |||
| Development of an Instrument to Measure Flow Experience in Computer Game Play | | BIBAK | Full-Text | 2 | |
| Jingli Zhang; Xiaowen Feng; Susy Chan | |||
| Effective measurement of the enjoyment of computer game play will assist
game designers to understand the strength and flaw of the game from players'
perspective. We argue that flow experience in computer game play contributes to
enjoyment. This paper reports on the development of an instrument for measuring
flow experience in computer game play. The instrument was developed based on
the flow theory (Csikszentmihalyi, 1993) and a rigorous method introduced by
Moore and Benbasat (1991). The results show that the validity and reliability
of the instrument are satisfactory. This instrument will help IS researchers to
further investigate the application of flow theory in computer games. Keywords: Computer games, enjoyment, flow theory | |||
| The Role of Competitiveness in the Cognitive Absorption of Video Games | | BIBAK | Full-Text | 7 | |
| Sepandar Sepehr; Milena Head | |||
| The holistic experience of IT artifacts can be seen in the immersive
interaction of video game players. This interaction has been attributed to a
State of Flow with the IT artifact. This state, which often results in users
devoting a significant amount of time and effort with the IT, has been captured
through the construct of cognitive absorption. In this research in progress
paper, we describe how interactions with an IT -- in particular with video
games -- can be perceived as being competitive. Moreover, we aim to investigate
the process through which emotional responses to a competitive situation emerge
and how they influence the experience of cognitive absorption. Further, we aim
to examine the role of personality traits on the video game players' emotional
experience. The findings of this research in progress can ultimately highlight
the role of emotions for immersive game-based learning environments. Keywords: Cognitive Absorption, Competitiveness, Video Games, Arousal, Learning | |||
| The Effect of Feedback on Web Site Delay: A Perceptual and Physiological Study | | BIBAK | Full-Text | 11 | |
| Hong Sheng; Nicholas S. Lockwood | |||
| Web site delays are often unavoidable and have consistently been a major
complaint of users online. Feedback can be provided to help alleviate users'
frustrations with delay. Two theories of time estimation -- the internal clock
theory and the attentional gate theory -- are compared to determine how
feedback may impact users' estimations of delay length. Attentional and
uncertainty reduction perspectives are then utilized to establish how feedback
can influence perceived acceptability of a delay as well as satisfaction with
and intention to return to a Web site. An experiment was conducted using a
simulated online bookstore and search task. Perceptual data were collected
using a questionnaire, and physiological data were collected using eye tracking
equipment. Results of the analysis suggest that providing feedback does not
affect estimations of delay but does increase perceived acceptability of the
delay, satisfaction with the site, and intention to return to the site. Keywords: Delay, Feedback, Attention, Satisfaction, Intention, Eye Tracking | |||
| Understanding E-Service Failures: Formation, Impact and Recovery | | BIBAK | Full-Text | 5 | |
| Chee-Wee Tan; Izak Benbasat; Ronald T. Cenfetelli | |||
| Despite the 'dangers' posed by e-service failures, there has not been a
study to-date that explores how failures emerge within an online transactional
environment and what can be done to address them. An integrated model of
e-service failure and recovery is constructed together with testable
propositions. Essentially, the model serve to inform both academics and
practitioners on: (1) how different types of e-service failure manifest on
e-commerce websites; (2) the impact of these failures on consumers'
expectations about transactional outcome, process and cost, and; (3) what kind
of e-service recovery technology would be beneficial in alleviating negative
failure consequences. Keywords: E-service failure, e-service recovery, disconfirmed expectancy, service
quality, system success | |||
| Users' Interdependence with Online Virtual Advisors: Antecedents and Consequences | | BIBAK | Full-Text | 9 | |
| Sameh Al-Natour; Izak Benbasat; Ronald T. Cenfetelli | |||
| Anchored in the view that users' interaction with IT artifacts as social and
interpersonal, this study introduces, defines, and examines the effects and
consequences of perceived interdependence. This relational variable captures
users' perceptions of how they and the artifact influence each other's
experiences. The results of an experimental study reveal that users'
perceptions of their interdependence with a virtual advisor affect their
intentions to reuse it as well as their willingness to disclose personal
information to it. To understand how perceptions of interdependence can be cued
via the advisor's design, the study examines and supports the significant
effects of the design-based construct of rapport on perceived interdependence.
Perceived rapport, a multi-dimensional belief, is cued through the use of
explanations and expressive speech acts. Keywords: IT adoption, information privacy, technology dependence | |||
| Do Actions Speak Louder than Voices? The Impact of Observational Learning and Electronic Word of Mouth on Consumer Purchase Decisions and the Moderating Role of Consumer Expertise | | BIBA | Full-Text | 24 | |
| Bo Xiao; Christy M. K. Cheung; Ivy L. B. Liu | |||
| The growing popularity of online social platforms has significantly increased the importance of consumer social interactions as a market force. In this study, we focus on two types of online social interactions, namely, electronic word of mouth (eWOM) and observational learning (OL), and explore how they influence consumer purchase decisions. Additionally, we examine the moderating role of consumer expertise in consumer purchase decisions. Analyzing panel data collected from a popular online beauty forum, we found that consumer purchase decisions are influenced by their online social interactions with others and that action-based OL information is more influential than opinion-based eWOM. Further, our results show that consumer expertise plays an important moderating role: Compared to less experienced consumers, those with higher level of experience are less likely to be influenced by others' opinions but more likely to be influenced by others' actions. The study makes important contributions to research and practice. | |||
| Effects of SMS Message Length, Age, and Gender on Perceptions of Mobile Advertising: A Three-Country Study (U.S., Japan and France) | | BIBA | Full-Text | 23 | |
| Contantinos K. Coursaris; Jieun Sung; Sarah J. Swierenga | |||
| Mobile advertising has become a major strategy in the marketing world to promote different kinds of business products and services. Revenue from such activities is expected to rise tenfold to about $24.1 billion by 2015, according to a recent forecast. Tapping into the communication now possible with users via their mobile phones enables advertisers to establish deeply personal relationships between brands and consumers, underscoring the need for effective advertisement design. Additionally, cross-cultural research in information technology and mobile commerce adoption has revealed significant differences among countries in related success factors. Specifically for mobile commerce adoption, the U.S., Japan and France have previously been contrasted; however, there is very limited research on consumers' receptiveness to mobile advertising in different cultures and particularly among mobile users in the U.S., Japan, and France. | |||
| Persuasive Embodied Agents Tailored to Users' Self-Esteem and Tendency to Self-Monitor | | BIBA | Full-Text | 22 | |
| Matthew D. Pickard; Mary B. Burns | |||
| Gradually, individuals' first lives are becoming more Second Life-like. Embodied agents (EAs, i.e. avatars) are increasingly being employed in contexts such as ecommerce and recommender systems where persuasiveness, the ability to change an individual's attitude or behavior, is frequently a major goal. EAs have specific advantages over humans as persuasive sources. Because they are computer controlled, EAs allow for precise reproducibility of persuasion tactics. They also do not fatigue, get frustrated, or get discouraged when their efforts are not received by the other party. Given the potential for EAs, more research is needed to understand how the behavior of different individuals is influenced by EAs possessing varying characteristics. | |||
| Toward an Inclusive Model of E-Service Quality: A Content Analysis Study of Dutch E-Commerce Websites | | BIBA | Full-Text | 21 | |
| Andries Cupido; Eric Tze Kuan Lim; Chee-Wee Tan; Dianne Cyr | |||
| The commercialization of the Internet has prompted organizations to maintain a strong web presence. Ecommerce websites have thus evolved to become the focal point of contact between e-merchants and consumers, representing vital touch-points for both parties to engage each other. Yet, e-merchants continue to struggle with the provision of quality e-services via e-commerce websites. Despite the maturity of e-commerce websites, they continue to be plagued by technical problems. Technical errors on ecommerce websites erode consumers' confidence toward the site and constitute a missed opportunity to make a sale. | |||
| HCI issues in mobile wallet design | | BIBAK | Full-Text | 20 | |
| Mia Olsen; Jonas Hedman; Ravi Vatrapu | |||
| This paper presents the processes and products of a design science research
project on mobile wallets (m-wallets). M-wallets are virtual versions of the
physical wallet that enable cashless payments. Keywords: mobile wallet, design properties, deign propertie, cashless society,
digitalization, m-wallet, mwallet | |||
| Community Functionality, Regulatory Focus, and Community Commitments | | BIBAK | Full-Text | 19 | |
| Junghwan Kim; Jaeki Song; Yong Jin Kim | |||
| With the continuing widespread adoption of the Internet, online communities
now provide a cyberspace where millions of people meet online to chat, to
debate topical issues, to play games, to find support, or to give and ask for
information. Online communities provide unprecedented opportunities for people
to participate in interactions with others even when no previous social ties
exist. Keywords: Online communities, community commitments, community functionality,
self-regulatory focus theory | |||
| 3D Avatar Seller's Effect on Online Consumer's Purchasing Behavior: A Trust Transference Perspective | | BIBA | Full-Text | 18 | |
| Kun-Chang Lee; Sungwook Chae; Honglei Li | |||
| The emerging 3D virtual worlds attract more and more people to participate
in the virtual environment, creating a new market for business to sell their
products. In 3D virtual worlds, members mainly interact with each other through
avatars. The selling process is fulfilled through the shop avatars. How
businesses sell their products successfully to the potential customers and
eventually persuade the customer to purchase the product is an essential
question. Trust played a key role in the selling process. In the general
selling process, trust was established through the sales person. In the virtual
world environment, could the trust be established between the sales avatars and
customer avatars?
This paper aims at answering this question by examining the trust transference process in the 3D virtual world environment. An experiment was conducted to categorize the avatars into attractive and expert ones. The research result first suggest that trust formed in a 3D avatar seller could be transferred to a selling company and a product but for an expert 3D avatar seller, trust transferred to the company and product results in intent to purchase. Trust in a 3D avatar seller is transferred to trust in a product and a company and furthermore, an expert avatar can affect a consumer's intent to purchase. In the case of an attractive 3D avatar, although trust is transferred, it is only to the point of intent to purchase. | |||
| Impacts of Technostress on Innovation and Performance: The Professional Sales Context | | BIBA | Full-Text | 17 | |
| Monideepa Tarafdar; Elen Pullins; T. S. Ragu-Nathan | |||
| We examine the research question thus is -- How does technostress impact the performance of the sales professional? Noting that the sales context offers increased possibility of role stress, high expectations for technology-enabled performance, increasing requirements for innovation in customer solution development, and high failure rates for IS adoption/use, we investigate the effect of conditions that create technostress, on role stress, technology enabled innovation and technology enabled performance of the professional sales person. Noting that salespersons have traditionally been reluctant to use IS, we also look at the role of technology self-efficacy in mitigating the effects of technostress. | |||
| Micro-blogging: The Effects of Information Quality, System Quality, and Community Quality on Satisfaction and Continuance Intention | | BIBA | Full-Text | 16 | |
| Winnie Xu; Christoph Schneider | |||
| Micro-blogs are receiving increasing attention as a widely used tool for disseminating short messages to an interested group of followers. Twitter, for example, is regarded as one of the biggest forces in social media (Smith, 2011). However, despite the tremendous growth of micro-blogs, relatively few studies have attempted to explain the popularity of micro-blogs, or examine why users continue using micro-blogs. Hence, this study aims to address the following research questions: (1) What are the salient factors contributing to user satisfaction with micro-blogs, and (2) How does satisfaction influence micro-blog users' continuance intentions? | |||
| Application Discoverability and User Satisfaction in Mobile Application Stores: An Environmental Psychology Perspective | | BIBAK | Full-Text | 15 | |
| Jaeki Song; Junghwan Kim; Donald Jones; Jeff Baker | |||
| As people adopt mobile applications (mobile apps) for hand-held devices,
mobile application stores are becoming more widely used in everyday life. In
order to appeal to consumers, application stores must provide a large quantity
of applications. However, with so many applications to sort through, finding
the right ones to download can be a painstaking task for consumers. Application
stores must therefore find a way to achieve the seemingly conflicting goals of
providing a large quantity of various types of applications and making the
specific applications that consumers desire easy to discover. To address this
challenge, this study investigates the effects of application quantity and
application discoverability on application store users' satisfaction. Keywords: Mobile application store, environmental psychology, application
discoverability, discoverability facilitators, application quantity | |||
| An Investigation of iPad User Experiences in a Road Safety Training | | BIBA | Full-Text | 14 | |
| Dezhi Wu; Iris Reychav | |||
| As one of today's best-selling mobile platforms, the iPad represents the latest emerging technology. Its interactive, multi-touch interface provides users unique experiences, so the iPad is regarded as an ideal training device. The purpose of this study is to explore the potential affordances of using the iPad technology in a road safety training. We examined whether users' information needs and perceived iPad interface aesthetics impact both the usability of the road safety training system and users' perceived usefulness about training, and in turn, whether this experience on the iPad influences the users' training outcomes. One hundred and eight-two motorcyclists were recruited when they took road safety training on site. A questionnaire was designed to collect data. The study results indicate that both users' perceptions of their information needs and iPad interface aesthetics significantly impact training outcomes. | |||
| A Comparative Analysis of Blind and Sighted Users' Acceptance of Online Music Stores | | BIBA | Full-Text | 13 | |
| Eleanor Loiacono; Soussan Djamasbi | |||
| Online music stores have become popular sites to visit now that iPods, MP3 players, and music-ready mobile phones have proliferated society. These sites and their products would appear to be a natural resource for blind users. The number of visually impaired users is growing. Combine that with their large disposable income and companies would be wise to pay attention to this group. Despite these facts, little work has been done to look at blind user behavior within the context of the Web. This study takes a well-validated acceptance model, the Technology Acceptance Model, and tests it using both a blind and sighted user population. | |||