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Proceedings of the 2011 AIS SIGHCI Workshop on HCI Research in MIS

Fullname:Proceedings of the 10th Annual Workshop on HCI Research in MIS
Editors:Dianne Cyr; Dezhi Wu; Ronald T. Cenfetelli; Alexandra Durcikova; Richard Johnson
Location:St. Louis, Missouri
Standard No:hcibib: SIGHCI11
Links:Workshop Proceedings | Workshop Program
Summary:The objective of the workshop is to provide an open and constructive discussion forum of important HCI research in Information Systems that addresses the ways humans interact with information, technologies, and tasks -- especially in business, managerial, organizational, social and/or cultural contexts. HCI in MIS is concerned with the macro level (versus the micro level) of Human-Computer Interaction analysis.
  1. 1: System Use and Success
  2. 2: Interface Design and Trust
  3. 3: The User Experience
  4. 4: Web-Based Systems
  5. Posters

1: System Use and Success

The Internal-External Efficacy Model: Towards the Integration of Computer Self-Efficacy and Task Technology Fit into a Comprehensive View BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

2: Interface Design and Trust

Design Elements that Promote the Use of Fake Website-Detection Tools BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

3: The User Experience

Measuring the Mobile User Experience: Conceptualization and Empirical Assessment BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

4: Web-Based Systems

The Effect of Feedback on Web Site Delay: A Perceptual and Physiological Study BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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) BIBAFull-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 BIBAFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAFull-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 BIBAFull-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 BIBAKFull-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 BIBAFull-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 BIBAFull-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.