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psychnology Tables of Contents: 010203040506070809101112

PsychNology Journal 12

Editors:Anna Spagnolli
Dates:2014
Volume:12
Standard No:ISSN 1720-7525
Papers:6
Links:www.psychnology.org | Table of Contents
  1. psychnology 2014 Volume 12 Issue 1/2
  2. psychnology 2014 Volume 12 Issue 3

psychnology 2014 Volume 12 Issue 1/2

Avatars and Expectations: Influencing Perceptions of Trustworthiness in an Online Consumer Setting BIBAKPDF 7-28
  Rory McGloin; Kristine L. Nowak; James Watt
This study investigates how individuals process an online product review when an avatar is included to represent the peer reviewer. The researchers predicted that both perceived avatar and textual credibility would have a positive influence on perceptions of source trustworthiness and the data supported this prediction. Expectancy violations theory also predicted that discrepancies between the perceived avatar and textual credibility would produce violations. Violations were statistically captured using a residual analysis. The results of this research ultimately demonstrated that discrepancies in perceived avatar and textual credibility can have a significant impact on perceptions of source trustworthiness. These findings suggest that predicting perceived source trustworthiness in an online consumer review setting goes beyond the linear effects of avatar and textual credibility.
Keywords: Source trustworthiness, expectancy violations, online peer reviews, avatar credibility, residual analysis
Amygdala Activation in Response to 2D and 3D Emotion-Inducing Stimuli BIBAKPDF 29-43
  Artemisa R. Dores; Fernando Barbosa; Luìs Monteiro; Mafalda Reis; Carlos Coelho; Eduardo Ribeiro; Miguel Leitão; Irene P. Carvalho; Liliana Sousa; Alexandre Castro-Caldas
Studying changes in brain activation according to the valence of emotion-inducing stimuli is essential in the research on emotions. Due to the ecological potential of virtual reality, it is also important to examine whether brain activation in response to emotional stimuli can be modulated by the three-dimensional (3D) properties of the images. This study uses functional Magnetic Resonance Imaging to compare differences between 3D and standard (2D) visual stimuli in the activation of emotion-related brain areas. The stimuli were organized in three virtual-reality scenarios, each with a different emotional valence (pleasant, unpleasant and neutral). The scenarios were presented in a pseudo-randomized order in the two visualization modes to twelve healthy males. Data were analyzed through a GLM-based fixed effects procedure. Unpleasant and neutral stimuli activated the right amygdala more strongly when presented in 3D than in 2D. These results suggest that 3D stimuli, when used as "building blocks" for virtual environments, can induce increased emotional loading, as shown here through neuroimaging.
Keywords: Virtual reality, 3D/2D visual stimuli, valence (pleasant, unpleasant, neutral), amygdala, functional Magnetic Resonance Imaging (fMRI)
Good spellers write more textism than bad spellers in instant messaging: The case of French BIBAKPDF 45-63
  Tonia Lanchantin; Aurée SimoëPerlant; Pierre Largy
The increased use of digital writing has led to the emergence of a new form of communication between discourse and writing. We elaborated a research protocol to target the processes linked to the use of instant messaging to look for differences in the use of spelling modifications as a function of French students' spelling levels. The task required students to use Digital Writing in Instant Messaging (DWIM) in a semi-natural situation. Analyses showed that modifications that may be confused with misspellings in traditional writing (i.e. substitutions like "sa" instead of "ça") occurred more often than those that may not (e.g. reductions/ alterations like "chepa" instead of "je ne sais pas"), regardless of spelling level. These results show no impact of the use of DWIM on the quality of spelling (for good spellers only).
Keywords: Instant messaging (textism), Teenagers, Spelling, Writing, Writing

psychnology 2014 Volume 12 Issue 3

Persuasive Technology: From Computers to Ordinary Tools

Persuasive Ways to Change Entrance Use of Buildings BIBAKPDF 71-86
  Johannes de Boer; Dirk K. J. Heylen; Wouter B. Teeuw
People tend to use the same door every time they enter and exit a building. When certain entrances are widely preferred over others, congestion can occur. This paper describes two interventions to persuade visitors to use another entrance. The first intervention used sensory deprivation (darkness), and the second used guidance paths. The first intervention on sensory deprivation had the expected outcome. This intervention resulted in an avoidance of the darkened door. The second intervention had a result contrary to the expectations; it resulted in an increased preference for the door without guidance paths.
Keywords: Behavioural safety, persuasive safety, safety at work, walking pattern, senses, darkness, guidance paths
Influencing the Others' Minds: An Experimental Evaluation of the Use and Efficacy of Fallacious-Reducible Arguments in Web and Mobile Technologies BIBAKPDF 87-105
  Antonio Lieto; Fabiana Vernero
The research in Human Computer Interaction (HCI) has nowadays extended its attention to the study of persuasive technologies. Following this line of research, in this paper we focus on websites and mobile applications in the e-commerce domain. In particular, we take them as an evident example of persuasive technologies. Starting from the hypothesis that there is a strong connection between logical fallacies, i.e., forms of reasoning which are logically invalid but psychologically persuasive, and some common persuasion strategies adopted within these technological artifacts, we carried out a survey on a sample of 175 websites and 101 mobile applications. This survey was aimed at empirically evaluating the significance of this connection by detecting the use of persuasion techniques, based on logical fallacies, in existing websites and mobile apps. In addition, with the goal of assessing the effectiveness of different fallacy-based persuasion techniques, we performed an empirical evaluation where participants interacted with a persuasive (fallacy-based) and with a non-persuasive version of an e-commerce website. Our results show that fallacy-based persuasion strategies are extensively used in existing digital artifacts, and that they are actually effective in influencing users' behavior, with strategies based on visual salience manipulation (accent fallacy) being both the most popular and the most effective ones.
Keywords: Mobile persuasion, web persuasion, logical fallacies, captology, e-commerce
Watch your Emissions: Persuasive Strategies and Choice Architecture for Sustainable Decisions in Urban Mobility BIBAKPDF 107-126
  Efthimios Bothos; Sebastian Prost; Johann Schrammel; Kathrin Röer; Gregoris Mentzas
Persuasive technologies are suitable for encouraging green transportation behaviour towards CO2 emissions reduction. For example, such technologies can guide and support users in finding trips that cause low emissions and in the long term change their behaviour and habits towards more sustainable transport decisions. In this paper, we focus on persuasive strategies supported by a choice architecture approach and incorporated in a smartphone application, aiming at providing urban travellers with a solution that will influence them to consider the environmental friendliness of travel modes while planning a route. We focus specifically on the persuasive strategies of Reduction, Tailoring, Tunnelling, Cause-and-Effect Simulation and Suggestion. The choice architecture approach leverages routing options and results of a commercial routing engine in order to provide proper default options as well as filter and structure the results according to user preferences and contexts while emphasizing environmentally friendly routes. Our approach is integrated in a route-planning assistant for everyday use that is implemented for Android mobile phones and follows a client-server architecture. An evaluation with 24 participants using the system for 8 weeks showed good acceptance of our approach, increased environmental impact awareness, and qualitative comments also conveyed instances of behavioural change.
Keywords: Persuasive strategies and technologies, choice architecture, CO2 emission reduction, urban mobility