Human-Computer Interaction in the Digital Economy

Permanent URI for this collectionhttps://hdl.handle.net/10125/107518

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  • Item type: Item ,
    Designing Mika – A Participation Companion for Supporting Participation and Enhancing Motivation
    (2024-01-03) Wittholz, Varinia; Keller, Paul; Strohmann, Timo; Robra-Bissantz, Susanne
    The body of design knowledge surrounding information systems aimed at facilitating participation is presently limited and primarily focuses on top-down approaches. In response to this shortcoming, we propose a bottom-up methodology through the development of a Participation Companion that supports people in their participation process and could be a solution to motivate people to participate. Especially the lack of motivation plays an important role in participation, which is why in an earlier study, we followed a very creative, participatory, and user-centered approach to instantiate a prototype in three stages and then extracting five reflective design principles. Building on this foundation, we created Mika, our prototype, which aims to promote user engagement and participation.
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    The Role of Digital Manipulation in Achieving Optimal Distinctiveness for Radical Innovations: A Designer Perspective
    (2024-01-03) Rahrovani, Yasser; Austin, Robert D; Gu, Haoyue
    Introducing radical innovations presents challenges to finding the right balance between product familiarity and distinctiveness, known as optimal distinctiveness (OD). Radical innovations presented as closely aligned with established products struggle for market attention, while highly distinctive ones face adoption hurdles. In contrast to existing research that mainly treats OD as a holistic construct, we take a granular view of product attributes to explore how designers can leverage digital technologies to achieve OD. This conceptual paper proposes that designers strategically present intrinsic and extrinsic product attributes to optimize adopters’ perceived product distinctiveness. Contrary to the assumption that clarity and explicitness enhance adoption, the paper suggests that controlled confusion injection or selective attribute concealment can facilitate adoption by avoiding cognitive overload. Drawing on information processing theory, we articulate a typology of manipulation tactics employed by designers to steward product OD. The study offers a fresh perspective on the complex use of digital technologies in designing radical innovations by articulating digitally enabled mechanisms underlying OD for radical innovations.
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    Effects of Mindfulness and Emotion Regulation on Aesthetics: A Theoretical Model from Hedonic Perspective of Processing Fluency
    (2024-01-03) Lin, Geng-Bao; Nah, Fiona Fui-Hoon; Sia, Choon Ling
    Research has shown that processing fluency positively impacts perceived aesthetics, with pleasure mediating the relationship. Considering the important role of pleasure, we propose studying the role of emotion regulation in moderating the mediated relationship from processing fluency to perceived aesthetics. Based on our hypotheses, individuals’ emotion regulation strategies are expected to have moderating effects on the relationship between processing fluency and perceived aesthetics such that cognitive reappraisal positively moderates the relationship from processing fluency to pleasure, and expressive suppression negatively moderates the relationship from pleasure to perceived aesthetics. Trait mindfulness is also expected to influence perceived aesthetics through emotion regulation by increasing cognitive reappraisal and reducing expressive suppression. Overall, we propose a theoretical model that focuses on affective processes through the hedonic perspective to understand how users perceive aesthetics from IT artifacts and AI-generated art that have different levels of processing fluency.
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    Detecting Social Desirability Bias with Human-Computer Interaction: A Mouse-Tracking Study
    (2024-01-03) Weisgarber, Paul; Valacich, Joseph; Jenkins, Jeffrey; Kim, David; Kumar, Manasvi
    Social desirability bias undermines self-report accuracy, necessitating novel approaches to detect and mitigate its impact. This study aimed to investigate the influence of social desirability on questionnaire responses by analyzing mouse cursor movements and answering behaviors. Respondents (n=238) completed a health and wellness questionnaire while their mouse cursor data was recorded. The results revealed that individuals under a higher social desirability treatment exhibited significantly longer response times and slower mouse cursor speeds, supporting the hypothesis that they may engage in more cautious and deliberate responding. However, no significant differences were found in terms of mouse cursor deviations or answer switches between the two groups. These findings suggest that analyzing mouse cursor movements can provide valuable insights into the influence of social desirability bias on questionnaire responses, offering a potentially scalable method for detection and future intervention.
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    Learn to Play: From Knowledge to Repeated Gameplay
    (2024-01-03) Liao, Gen-Yih; Huang, Tzu-Ling; Huang, Hsin-Yi; Dennis, Alan; Huang, Yu-Ting; Teng, Ching-I
    Online games are popular computer applications around the globe. Games are frequently designed to require extensive in-game knowledge to attain in-game goals, so it may be central to continued gameplay. Little is known about how players seek knowledge, internalize knowledge, and subsequently use it to attain in-game goals. We used theories of flow and learning to build a theoretical framework and examined it by using responses from more than four thousand players. We found that encouraging players to seek and internalize in-game knowledge is an effective strategy to increase gameplay. Interestingly, learning satisfaction was more important than knowledge internalization in predicting goal progress, showing a novel insight for game providers to nudge their players in their knowledge searching. We concluded that asking players to search and internalize in-game knowledge may be a more effective strategy than creating their focused immersion to encourage repeated gameplay.
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    Understanding Internet Self-Efficacy in a Post-Adoption World: A Meta-Analysis
    (2024-01-03) Johnson, Richard; Pullin, Jennifer; Thatcher, Jason Bennet
    This study presents a conceptual and empirical review of Internet self-efficacy (ISE). It starts by conceptually reviewing ISE, its definitions, and dimensions. Second, it empirically meta-analyzes 213 studies, and aggregates results across 215 independent samples. The results suggest that ISE plays a key role in the adoption and use of Internet tools, how individuals utilize eCommerce, and how we train individuals. In addition, the results suggest that the type of system utilized and the culture in which the study takes place may affect the strength of the relationship between ISE and variables of interest to the researcher. The consistency of the findings also suggest that it is time for the field to move beyond studies that focus on adoption and use of the Internet and to tackle the more complex questions of how ISE may contribute to or mitigate issues such as political engagement, cyberbullying, and misinformation.
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    Introduction to the Minitrack on Human-Computer Interaction in the Digital Economy
    (2024-01-03) Schneider, Christoph; Valacich, Joseph; Jenkins, Jeffrey