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Showing papers in "International Journal of Human-computer Interaction in 2015"


Journal ArticleDOI
TL;DR: The results demonstrated that perceived usefulness and trust are major important determinants of intention to use autonomous vehicles and three constructs—system transparency, technical competence, and situation management—have a positive effect on trust.
Abstract: The objective of this study is to examine the user’s adoption aspects of autonomous vehicle, as well as to investigate what factors drive people to trust an autonomous vehicle. A model explaining the impact of different factors on autonomous vehicles’ intention is developed based on the technology acceptance model and trust theory. A survey of 552 drivers was conducted and the results were analyzed using partial least squares. The results demonstrated that perceived usefulness and trust are major important determinants of intention to use autonomous vehicles. The results also show that three constructs—system transparency, technical competence, and situation management—have a positive effect on trust. The study identified that trust has a negative effect on perceived risk. Among the driving-related personality traits, locus of control has significant effects on behavioral intention, whereas sensation seeking did not. This study investigated that the developed model explains the factors that influence the ...

620 citations


Journal ArticleDOI
TL;DR: An online survey was conducted to investigate the likelihood of usage of the smartphone VAPA such as Apple’s Siri (compared to the usage of smartphone keyboard) as a function of location and type of information (private vs. public).
Abstract: A review of popular technology adoption models identified several factors that are likely to influence Voice Activated Personal Assistant (VAPA) use in public spaces. To inform design decisions of how to make the private use of the VAPA in public spaces more acceptable from the users’ point of view, an online survey was conducted to investigate the likelihood of usage of the smartphone VAPA such as Apple’s Siri (compared to the usage of smartphone keyboard) as a function of location (private vs. public) and type of information (private vs. nonprivate). Responses from participants showed that users were more cautious of transmitting private than nonprivate information. This effect of type of information was amplified in the social context of public locations and when using conspicuous methods of information input such as the VAPA. Participants also preferred using the VAPA in private locations and showed no preference of location for keyboard entries. Correlations between likelihood of usage of VAPA and th...

181 citations


Journal ArticleDOI
TL;DR: Data was collected on the usability of applications used on two kinds of mobile platforms—phones and tablets—across two general classes of operating systems, iOS and Android using the System Usability Scale (SUS).
Abstract: The use of applications on mobile devices has reached historic levels. Using the System Usability Scale (SUS), data were collected on the usability of applications used on two kinds of mobile platforms—phones and tablets—across two general classes of operating systems, iOS and Android. Over 4 experiments, 3,575 users rated the usability of 10 applications that had been selected based on their popularity, as well as 5 additional applications that users had identified as using frequently. The average SUS rating for the top 10 apps across all platforms was 77.7, with a nearly 20-point spread (67.7–87.4) between the highest and lowest rated apps. Overall, applications on phone platforms were judged to be more usable than applications on the tablet platforms. Practitioners can use the information in this article to make better design decisions and benchmark their progress against a known universe of apps for their specific mobile platform.

147 citations


Journal ArticleDOI
TL;DR: This research investigates different visual features for augmented reality (AR)–based assembly instructions and suggests that in order to gain an advantage from AR, the visual features used to explain a particular assembly operation must correspond to its relative difficulty level.
Abstract: This research investigates different visual features for augmented reality (AR)–based assembly instructions. Since the beginning of AR research, one of its most popular application areas has been manual assembly assistance. A typical AR assembly application indicates the necessary manual assembly operations by generating visual representations of parts that are spatially registered with, and superimposed on, a video representation of the physical product to be assembled. Research in this area indicates the advantages of this type of assembly instruction presentation. This research investigates different types of visual features for different assembly operations. The hypothesis is that in order to gain an advantage from AR, the visual features used to explain a particular assembly operation must correspond to its relative difficulty level. The final goal is to associate different types of visual features to different levels of task complexity. A user study has been conducted in order to compare different v...

140 citations


Journal ArticleDOI
TL;DR: A mediation analysis revealed that the greater level of anthropomorphism induced by human-like appearance and high autonomy in the agent evoked the feelings of social presence, which in turn positively affected the perceived intelligence and safety of and trust in theAgent.
Abstract: Although autonomous vehicles are increasingly becoming a reality, eliminating human intervention from driving may imply significant safety and trust-related concerns. To address this issue from a psychological perspective, this study applies layers of anthropomorphic cues to an artificial driving agent and explicates the process in which these cues promote positive evaluations and perceptions of an unmanned driving system. In a between-subjects factorial experiment (N = 89) consisting of three unmanned driving scenarios, participants interacted with an artificial driving agent with different levels of anthropomorphic cues induced by the variations in appearance (human-like vs. gadget-like) and autonomy (high vs. low) of the agent. The results indicated that human-like appearance and high autonomy were more effective in eliciting positive perceptions of the agent. In addition, a mediation analysis revealed that the greater level of anthropomorphism induced by human-like appearance and high autonomy in the ...

132 citations


Journal ArticleDOI
TL;DR: A strong relation between intensity of need fulfillment and positive affect was found and different activities had different need profiles, and a set of possible measurement instruments for experience-oriented and a product-oriented evaluation was suggested.
Abstract: We collected over a thousand technology-mediated positive experiences with media and obtained measures describing aspects of the experience itself (affect, psychological need fulfillment) and of the product (ie, content and technology) integral to the experience (pragmatic quality, hedonic quality) We found a strong relation between intensity of need fulfillment and positive affect Furthermore, different activities had different need profiles Watching was foremost a relatedness experience, listening a stimulation and meaning experience, and playing a competence experience Need fulfillment and positive affect was related to perceptions of hedonic quality, however moderated through attribution, that is, the belief that the product played a role in creating the experience Pragmatic quality was not linked to experiential measures The present study (a) demonstrates the merits of distinguishing between an experience-oriented and a product-oriented evaluation, (b) suggests a set of possible measurement i

123 citations


Journal ArticleDOI
TL;DR: Analyzing the variation in outcomes of three standardized user satisfaction scales when completed by users who had spent different amounts of time with a website strongly encourages further research to analyze the relationships of the three scales with levels of product exposure.
Abstract: Nowadays, practitioners extensively apply quick and reliable scales of user satisfaction as part of their user experience analyses to obtain well-founded measures of user satisfaction within time and budget constraints. However, in the human–computer interaction literature the relationship between the outcomes of standardized satisfaction scales and the amount of product usage has been only marginally explored. The few studies that have investigated this relationship have typically shown that users who have interacted more with a product have higher satisfaction. The purpose of this article was to systematically analyze the variation in outcomes of three standardized user satisfaction scales (SUS, UMUX, UMUX-LITE) when completed by users who had spent different amounts of time with a website. In two studies, the amount of interaction was manipulated to assess its effect on user satisfaction. Measurements of the three scales were strongly correlated and their outcomes were significantly affected by the amo...

104 citations


Journal ArticleDOI
TL;DR: Results from a series of principal components analyses indicated that most of the additional concepts covering concepts such as findability, familiarity, efficiency, control, and visual appeal covered the same statistical ground as the other more standard metrics for perceived usability.
Abstract: The purpose of this research was to investigate various measurements of perceived usability, in particular, to assess (a) whether a regression formula developed previously to bring Usability Metric for User Experience LITE (UMUX-LITE) scores into correspondence with System Usability Scale (SUS) scores would continue to do so accurately with an independent set of data; (b) whether additional items covering concepts such as findability, reliability, responsiveness, perceived use by others, effectiveness, and visual appeal would be redundant with the construct of perceived usability or would align with other potential constructs; and (c) the dimensionality of the SUS as a function of self-reported frequency of use and expertise. Given the broad use of and emerging interpretative norms for the SUS, it was encouraging that the regression equation for the UMUX-LITE worked well with this independent set of data, although there is still a need to investigate its efficacy with a broader set of products and methods...

76 citations


Journal ArticleDOI
TL;DR: A case study of people living with Parkinson’s disease is used to illustrate how patients and carers collaborate in self-management, discuss the reasons why self-care technology is designed for individual use, and explore the implications of recognizing collaborations for the design ofSelf-care technologies.
Abstract: The self-management of a chronic condition is a collaborative activity, performed by patients and carers. However, to date, self-care technologies have been mostly designed for individual use. This article uses a case study of people living with Parkinson’s disease to (a) illustrate how patients and carers collaborate in self-management, (b) discuss the reasons why self-care technology is designed for individual use, and (c) explore the implications of recognizing collaborations for the design of self-care technologies. This work is based on a qualitative study with interviews and observations with people living with Parkinson’s. The analysis illustrates how people living with Parkinson’s collaborate in self-care to build a good life. In particular, it exemplifies how the complex interplay of actions and of patients and carers enables the different self-care activities to take place. To further integrate self-care technology in everyday life, designers need to consider collaborations when studying the con...

61 citations


Journal ArticleDOI
TL;DR: A list of privacy threats that can affect SNS users and what requirements privacy mechanisms should fulfill to prevent this threats is presented.
Abstract: Social networking services (SNSs) such as Facebook and Twitter have experienced explosive growth during the few past years. Millions of users have created their profiles on these services because they experience great benefits in terms of friendship. SNSs can help people to maintain their friendships, organize their social lives, start new friendships, and meet others who share their hobbies and interests. However, all these benefits can be eclipsed by the privacy hazards that affect people in SNSs. People expose intimate information about their lives on SNSs, and this information affects the way others think about them. It is crucial that users be able to control how their information is distributed through the SNSs and decide who can access it. This article presents a list of privacy threats that can affect SNS users and what requirements privacy mechanisms should fulfill to prevent this threats. Then the article reviews current approaches and analyzes to what extent they cover the requirements.

59 citations


Journal ArticleDOI
TL;DR: This study examines whether three specific affordances of communication technology—customization, interactivity, and navigability—can provide the personal, social, and physical contexts, respectively, that are necessary for ensuring an enjoyable museum experience.
Abstract: Museums lean heavily on recent developments in communication technologies to create an authentic experience for online visitors of its galleries. This study examines whether three specific affordances of communication technology—customization, interactivity, and navigability—can provide the personal, social, and physical contexts, respectively, that are necessary for ensuring an enjoyable museum experience. A 2 (presence vs. absence of customizable gallery) × 2 (presence vs. absence of live-chat with others) × 2 (presence vs. absence of 3D navigational tool) between-subjects factorial experiment (N = 126) found that although each affordance is associated with distinct psychological benefits (customization with sense of agency and control, interactivity with reciprocity, and navigability with perceived reality), combining them on the same interface tends to undermine these benefits. In addition, power usage moderates the effectiveness of each affordance on the interface. Theoretical and practical implicati...

Journal ArticleDOI
TL;DR: A new target prediction model is developed that works for different input modalities and combined the eye-gaze tracking–based pointing with a joystick controller that can reduce pointing and selection times and the amplitude of maximum power component obtained through Fourier Transform of pupil signal significantly correlates with selection times.
Abstract: This article presents a series of user studies to develop a new eye-gaze tracking–based pointing system. We developed a new target prediction model that works for different input modalities and combined the eye-gaze tracking–based pointing with a joystick controller that can reduce pointing and selection times. The system finds important applications in cockpit of combat aircraft and for computer novice users. User studies confirmed that users can perform significantly faster using this new eye-gaze tracking–based system for both military and everyday computing tasks compared to existing input devices. As part of the study it was also found that the amplitude of maximum power component obtained through Fourier Transform of pupil signal significantly correlates with selection times and perceived cognitive load of users in terms of Task Load Index scores.

Journal ArticleDOI
TL;DR: A conceptual analysis was conducted and it was tended to conclude that Lean instantiated as Kanban fits UX work better than AgileInstantiated as Scrum, irrespective of the process they adopted.
Abstract: Two project management approaches, Agile and Lean, have increasingly been adopted in recent years for software development. Meanwhile, in the field of human–computer interaction (HCI), user experience (UX) has become central in research and practice. The new hybrids between the two fields—Agile UX and Lean UX—were born a few years ago. As Agile, Lean, and UX have different principles and practices, one can query whether the couplings are well justified and whether Agile or Lean is more compatible with UX work. We have conducted a conceptual analysis and tended to conclude that Lean instantiated as Kanban fits UX work better than Agile instantiated as Scrum. To explore further our claim, we performed a secondary data analysis of 10 semistructured interviews with practitioners working with Scrum and Kanban in different sectors (Study 1). This study enabled us to gain insights into the applications of the two processes in real-life cases, their strengths and weaknesses, and factors influencing the practicali...

Journal ArticleDOI
TL;DR: The results show that adding audio, and enhanced auditory cues in particular, can allow a driver to operate the menus of in-vehicle technologies more efficiently while driving more safely.
Abstract: Auditory display research for driving has mainly examined a limited range of tasks (e.g., collision warnings, cell phone tasks). In contrast, the goal of this project was to evaluate the effectiveness of enhanced auditory menu cues in a simulated driving context. The advanced auditory cues of “spearcons” (compressed speech cues) and “spindex” (a speech-based index cue) were predicted to improve both menu navigation and driving. Two experiments used a dual task paradigm in which users selected songs on the vehicle’s infotainment system. In Experiment 1, 24 undergraduates played a simple, perceptual-motor ball-catching game (the primary task; a surrogate for driving), and navigated through an alphabetized list of 150 song titles—rendered as an auditory menu—as a secondary task. The menu was presented either in the typical visual-only manner, or enhanced with text-to-speech (TTS), or TTS plus one of three types of additional auditory cues. In Experiment 2, 34 undergraduates conducted the same secondary task ...

Journal ArticleDOI
TL;DR: The results show that personalization, self-efficacy, intimacy, simplicity, mobility, and connectivity of m-shopping influence utilitarian value, as well as hedonic value and shopping value, influences m-Shopping use.
Abstract: With the wide popularity of mobile devices such as smartphones and tablets, mobile shopping, which can be conducted anytime and anywhere, has received increased attention and strengthened beyond expectations. This study investigates the factors influencing the use of mobile shopping (m-shopping) value from personality, usability, and technology perspectives. The m-shopping value that users experience during m-shopping can be divided into utilitarian value and hedonic value. The results show that personalization, self-efficacy, intimacy, simplicity, mobility, and connectivity have considerable influence on m-shopping value. More specifically, the personalization, simplicity, and connectivity of m-shopping influence utilitarian value, as well as hedonic value and shopping value, influences m-shopping use.

Journal ArticleDOI
TL;DR: The value of thinking aloud in usability tests depends on the content of the users’ verbalizations, but the relevance of verbalizations of user experience, explanations, and redesign proposals showed the value of relaxation but did not clarify the trade-off between rich verbalizations and test reactivity.
Abstract: The value of thinking aloud in usability tests depends on the content of the users’ verbalizations. We investigated moderated and unmoderated users’ verbalizations during relaxed thinking aloud (i.e., verbalization at Levels 1–3). Verbalizations of user experience were frequent and mostly relevant to the identification of usability issues. Explanations and redesign proposals were also mostly relevant, but infrequent. The relevance of verbalizations of user experience, explanations, and redesign proposals showed the value of relaxed thinking aloud but did not clarify the trade-off between rich verbalizations and test reactivity. Action descriptions and system observations—two verbalization categories consistent with both relaxed and classic thinking aloud—were frequent but mainly of low relevance. Across all verbalizations, the positive or negative verbalizations were more often relevant than those without valence. Finally, moderated and unmoderated users made largely similar verbalizations, the main diffe...

Journal ArticleDOI
TL;DR: Two crowdsourced experiments that investigate how expectations affect user experience measures suggest that when expectations are confirmed, users tend to assimilate their ratings with their expectations and give ratings correlated with the level of disconfirmation, and that expectation disconf confirmation can be used more widely in analyses of user experience, even when the analyses are not specifically concerned with expectations.
Abstract: Before using an interactive product, people form expectations about what the experience of use will be like. These expectations may affect both the use of the product and users’ attitudes toward it. This article briefly reviews existing theories of expectations to design and perform two crowdsourced experiments that investigate how expectations affect user experience measures. In the experiments, participants saw a primed or neutral review of a simple online game, played it, and rated it on various user experience measures. Results suggest that when expectations are confirmed, users tend to assimilate their ratings with their expectations; conversely, if the product quality is inconsistent with expectations, users tend to contrast their ratings with expectations and give ratings correlated with the level of disconfirmation. Results also suggest that expectation disconfirmation can be used more widely in analyses of user experience, even when the analyses are not specifically concerned with expectation dis...

Journal ArticleDOI
Bojan Blažica, James R. Lewis1
TL;DR: A Slovene translation of the SUS (the SUS-SI) along with the procedure used in its translation and psychometric evaluation indicated that the S US-SI has properties similar to the English version.
Abstract: The System Usability Scale (SUS) is a widely adopted and studied questionnaire for usability evaluation. It is technology independent and has been used to evaluate the perceived usability of a broad range of products, including hardware, software, and websites. In this article we present a Slovene translation of the SUS (the SUS-SI) along with the procedure used in its translation and psychometric evaluation. The results indicated that the SUS-SI has properties similar to the English version. Slovene usability practitioners should be able to use the SUS-SI with confidence when conducting user research.

Journal ArticleDOI
TL;DR: This approach makes it possible to compare different types of hand-based interaction in AR for navigating using a spatial user interface and indicates tangible interaction is the preferred type of interaction with which to determine the position of the user interface in AR and to physically point to a preferred option for navigation in augmented reality.
Abstract: One of the key challenges of augmented reality (AR) interfaces is to design effective hand-based interaction supported by computer vision. Hand-based interaction requires free-hands tracking to support user interaction in AR for which this article presents a novel approach. This approach makes it possible to compare different types of hand-based interaction in AR for navigating using a spatial user interface. Quantitative and qualitative analyses of a study with 25 subjects indicate that tangible interaction is the preferred type of interaction with which to determine the position of the user interface in AR and to physically point to a preferred option for navigation in augmented reality.

Journal ArticleDOI
TL;DR: Findings suggest that more intense use of online interactions is more frequently found in mono-users (people using only Facebook) as compared to those using both websites, and it is predicted by increased feelings of loneliness.
Abstract: Facebook (FB) and Twitter are popular social networking sites. This study examined differences between those who use both sites versus only FB, to test the hypothesis that mono-users differ in their personality characteristics from users active in both websites. Participants were 205 undergraduate students; 96 only used FB, 109 used FB and Twitter. Participants who used both sites reported significantly lower loneliness, higher number of FB friends, and lower number of minutes spent online, as compared to those who only used FB. Loneliness was positively associated with FB use only in those who used FB alone, but was negatively associated with and negatively predicted both FB and Twitter use in those who used both websites. Findings suggest that more intense use of online interactions is more frequently found in mono-users (people using only Facebook) as compared to those using both websites, and it is predicted by increased feelings of loneliness. The current study findings provide additional insights on what personality factors may make some people prone to excessive use of social networking sites.

Journal ArticleDOI
TL;DR: The relationships between perceived usability/aesthetics and emotional valence/arousal/engagement through an experiment using 15 existing websites and questionnaire items developed to measure users’ responses are examined.
Abstract: In addressing user experience issues, users’ perceptions and emotions need to be considered important. This study examines the relationships between perceived usability/aesthetics and emotional valence/arousal/engagement through an experiment using 15 existing websites from various domains and questionnaire items developed to measure users’ responses. According to the experimental results, both perceived usability and perceived aesthetics were positively correlated with emotional valence and negatively correlated with emotional engagement. No specific relationship was found between perceived usability/aesthetics and emotional arousal. Perceived aesthetics potentially had a greater impact on valence than perceived usability. Unlike valence, engagement could be more influenced by perceived usability than by perceived aesthetics. These findings can be utilized as bases for applying users’ emotional responses in each dimension to the product-use situations in the chain of perceptions, emotions, and behaviors.

Journal ArticleDOI
TL;DR: This study demonstrates that particular Big Five personality traits moderate each relationship, and suggests the importance of the interaction of personality variables to better understand self-disclosure phenomenon on Facebook.
Abstract: The purpose of this study is to explore the moderating effect of Big Five personality traits on the relationship between the predictors (need for affiliation, need for popularity, and self-esteem) and self-disclosure on Facebook. The sample of this study is 354 Facebook users from 5 different cultures in East Asia. A partial least square structural equation modeling data analysis technique was performed to analyze the moderator research framework. This study demonstrates that particular Big Five personality traits moderate each relationship. Specifically, Conscientiousness and Emotional Stability negatively moderate the relationship between need for affiliation and self-disclosure. Agreeableness negatively moderates the relationship between self-esteem and self-disclosure. Openness to New Experience negatively moderates the relationship between need for popularity and self-disclosure. The study suggests the importance of the interaction of personality variables to better understand self-disclosure phenome...

Journal ArticleDOI
Jeremy Schwark1
TL;DR: Much of the existing research in affective computing focused in three primary areas are summarized, including affective generation, affective understanding, and application, and a taxonomy of affective Computing applications is proposed in an effort to help organize the efforts of researchers and designers alike.
Abstract: Affective computing, which is the topic concerned with the design of emotionally intelligent machines, has been a growing area of interest in the field of human–computer interaction. Many of the current questions in the field will need to be answered in order for progress to be made toward a truly affective computing platform. The current article seeks to summarize much of the existing research in affective computing focused in three primary areas: affective generation, affective understanding, and application. A taxonomy of affective computing applications is then proposed in an effort to help organize the efforts of researchers and designers alike. This taxonomy contains a hierarchy of five tiers: the purpose or goal of the system, the level of integration, the method of affective understanding, the method of affective generation, and the platform of use. The article concludes by highlighting several key issues that the field of affective computing faces moving forward.

Journal ArticleDOI
TL;DR: The key recommendations are to include the EMO as part of the battery of poststudy standardized questionnaires, along with the SUS (or similar questionnaire), but to be cautious in reporting SUS subscales such as Usable and Learnable.
Abstract: This article describes the psychometric properties of the Emotional Metric Outcomes (EMO) questionnaire and the System Usability Scale (SUS) using data collected as part of a large-sample unmoderated usability study (n = 471). The EMO is a concise multifactor standardized questionnaire that provides an assessment of transaction-driven personal and relationship emotional outcomes, both positive and negative. The SUS is a well-known standardized usability questionnaire designed to assess perceived usability. In previous research, psychometric evaluation using data from a series of online surveys showed that the EMO and its component scales had high reliability and concurrent validity with loyalty and overall experience metrics but did not find the expected four-factor structure. Previous structural analyses of the SUS have had mixed results. Analysis of the EMO data from the usability study revealed the expected four-factor structure. The factor structure of the SUS appeared to be driven by item tone. The e...

Journal ArticleDOI
TL;DR: HCI/HFE researchers need to focus on research on acceptable levels of automation, observing new driving behaviors, investigation of driver characteristics to develop personalized services, and new technology acceptance to develop and improve smart cars in the future.
Abstract: This article reviewed both studies on general smart car technologies and human–computer interaction (HCI)/human–vehicle interaction studies that were published in journals and conferences so that the current status of research can be identified and future research directions can be suggested. Furthermore, previous studies on elderly drivers were reviewed, as these drivers could be the most vulnerable social group in terms of new technology acceptance. A total of 257 articles for HCI research and 45 articles for elderly drivers were selected and reviewed from 11,267 collected articles (2010–2014). According to the results, most articles were mainly related to safety and adaptive features (e.g., driver’s state recognition, vehicle surrounding monitoring, driver action-suggestion), and infotainment research in terms of HCI (e.g., information technology devices–vehicle interaction, vehicle–vehicle interaction) was relatively insufficient despite its high research demand. According to the results of the litera...

Journal ArticleDOI
TL;DR: The behavioral component of the three-factor attitude model could not be replicated, although there was a medium, positive correlation between GIAS and a measure of Internet self-efficacy.
Abstract: The General Internet Attitude Scale (GIAS) is a questionnaire designed to explore the underlying components of the attitudes of individuals to the Internet, and to measure individuals on these attitude components. Previous Internet attitude research is critiqued for its lack of a clear definition of constructs. GIAS was developed starting from the well-established three-component psychological model of attitude (affect, behavior, cognition) into which applicable statements found in previous Internet attitude measures were fitted. GIAS was developed using an iterative psychometric process with four independent samples (N = 2,200). During iterations, the wordings of the items were refined, and exploratory and confirmatory factor analyses identified four underlying factors in the scale: Internet Affect, Internet Exhilaration, Social Benefit of the Internet, and Internet Detriment, all of which had acceptable internal reliabilities. The final instrument contains 21 items and demonstrates strong reliability ac...

Journal ArticleDOI
TL;DR: Results of this study show that the use of virtual reality techniques in the interfaces of mobile inspection robots increases operator productivity, the level of spatial presence, and distance evaluation while facilitating the execution of tasks, as well as improving and speeding up their execution and reducing the operator’s time needed to adapt to the control interface.
Abstract: This article presents the results from research in which 3 different remote control interfaces were compared to assess the impact of interface structure on the performance of the operator for remotely controlled mobile inspection robots. The primary control interface of a mobile robot consists of a head-mounted display, data gloves for gripper control, joystick for movement control of the robot platform, and a motion tracking system for measuring head orientation and hand position. In order to compare different control interfaces, an additional system, based on a Liquid Crystal Display monitor and joystick, was prepared. Results of this study show that the use of virtual reality techniques in the interfaces of mobile inspection robots increases operator productivity, the level of spatial presence, and distance evaluation while facilitating the execution of tasks, as well as improving and speeding up their execution and reducing the operator’s time needed to adapt to the control interface. The latter is ac...

Journal ArticleDOI
TL;DR: The empirical test confirms that customer identification is an effective predictor to both behaviors and usage behavior affects purchasing behavior, and provides supportive evidence to the validity of affective perspective model and the popular “free and fee” business model in both electronic and social commerce.
Abstract: The emergence and increasing popularity of social networking sites (SNSs) have dramatically changed how people interact with one another and have paved the way for social commerce. Extant literature that examines Internet consumer behavior relies largely on cognitive-based models and thus examines the phenomenon only partially. This study offers an affective perspective to examine usage and purchasing behaviors and their relationships in a social commerce context. Extending customer identification literature, the study proposes that SNS members develop identification with the SNS. This identification further influences their usage and purchasing behaviors through customer loyalty and intention, respectively. The empirical test confirms that customer identification is an effective predictor to both behaviors and usage behavior affects purchasing behavior. Hence, it provides supportive evidence to the validity of affective perspective model and the popular “free and fee” business model in both electronic an...

Journal ArticleDOI
TL;DR: A research through design approach was used to explore the potential of a personalizable vehicle user interface to improve traffic safety as well as user experience by offering a product that is tailored to the user’s own needs and preferences.
Abstract: There is a trend of personalizable products at the same time as there is a substantial growth of functions in the automobile user interface. A research through design approach was used to explore t ...

Journal ArticleDOI
TL;DR: The study found no clear evidence to suggest that information overload increases as the number of reviews increases, and it was observed that the review valence affected how the participants used different information sources from the interface.
Abstract: Online consumer reviews have become a substantial component of e-commerce and provide online shoppers with abundant information about products. However, previous studies provided mixed results about whether consumers experience information overload from such a vast volume of reviews. Thus, this study investigates how users perceive products depending on various numbers of reviews (from 0 to 3,000 reviews) and different review valences (generally positive, generally negative, and divided). Two crowdsourced studies with 1,783 participants were conducted. The study found no clear evidence to suggest that information overload increases as the number of reviews increases. Instead, the participants relied on a very limited number of reviews in making purchase decisions. In addition, it was observed that the review valence affected how the participants used different information sources from the interface. Based on the results, this article provides a set of interesting implications and design guidelines.