Elizabeth D. Matemba, Guoxin Li, B. Maiseli, Portia M. Tladi
Recently, a cashback application called SNAPnSAVE was established in South Africa to reward customers after their online shopping. Considering several advantages of the application, such as increase in merchants' sales and improvement of customers' satisfaction, we have established a theoretical model that captures psychological factors explaining customers' acceptance levels to use the application. Building on the extended technology acceptance model (TAM), the proposed model shows that trust, perceived risk, and developer's reputation significantly impact customers' behavioral intentions to accept the SNAPnSAVE application. Of these factors, developer's reputation has never been explored by previous studies. Our findings suggest that developers should focus on branding their products, gaining trust from customers, and lowering unnecessary perceived risks encountered by technology users during financial transactions. Furthermore, given the sluggish growth of mobile-based rewarding systems in Africa, the findings may be extended and used by developers to design products that meet specific demands of even a larger market in the continent. The study cautions that TAM, in its original form, cannot be directly deployed in the African context because of some cultural and habitual differences between Africa and other (developed) continents.
{"title":"Consumers' Acceptance Intentions to Use Cashback Systems: A Case of SNAPnSAVE Application in South Africa","authors":"Elizabeth D. Matemba, Guoxin Li, B. Maiseli, Portia M. Tladi","doi":"10.1145/3301761.3301766","DOIUrl":"https://doi.org/10.1145/3301761.3301766","url":null,"abstract":"Recently, a cashback application called SNAPnSAVE was established in South Africa to reward customers after their online shopping. Considering several advantages of the application, such as increase in merchants' sales and improvement of customers' satisfaction, we have established a theoretical model that captures psychological factors explaining customers' acceptance levels to use the application. Building on the extended technology acceptance model (TAM), the proposed model shows that trust, perceived risk, and developer's reputation significantly impact customers' behavioral intentions to accept the SNAPnSAVE application. Of these factors, developer's reputation has never been explored by previous studies. Our findings suggest that developers should focus on branding their products, gaining trust from customers, and lowering unnecessary perceived risks encountered by technology users during financial transactions. Furthermore, given the sluggish growth of mobile-based rewarding systems in Africa, the findings may be extended and used by developers to design products that meet specific demands of even a larger market in the continent. The study cautions that TAM, in its original form, cannot be directly deployed in the African context because of some cultural and habitual differences between Africa and other (developed) continents.","PeriodicalId":325887,"journal":{"name":"ICSEB '18","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133686423","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Valeeya Tadayin, Nuttanont Hongwarittorrn, L. Punchoojit
Menu interface design is an important part for the smartphone application. It's the main screen that leads the user to the function of an application. For grid menu design, selecting the number of grid size and icon size is an important part. The previous research has shown that icon sizes affect search speed and accuracy of menu selection [3]. But the research was on a desktop computer, which was unlike mobile phones [2]. To create a guideline for developers who want to design applications which have to place icons on a grid menu and to study the effect of icon sizes and grid sizes on smartphone menu selections, this study was conducted by comparing two icon sizes: 48x48 pixels and 60 x 60 pixels arranged on three grid sizes: 2x3, 3x3, and 3x4. The studies conducted the menu selection time that the participant uses to find the target icon. Results showed that the icon size did not affect menu selection time. Participants select the menu which has grid size 3x4 faster than the other two sizes. There was a significant difference between grid size 2x3 and 3x4.
{"title":"The Effect of Icon Size and Grid Size on Smartphone Menu Selection","authors":"Valeeya Tadayin, Nuttanont Hongwarittorrn, L. Punchoojit","doi":"10.1145/3301761.3301774","DOIUrl":"https://doi.org/10.1145/3301761.3301774","url":null,"abstract":"Menu interface design is an important part for the smartphone application. It's the main screen that leads the user to the function of an application. For grid menu design, selecting the number of grid size and icon size is an important part. The previous research has shown that icon sizes affect search speed and accuracy of menu selection [3]. But the research was on a desktop computer, which was unlike mobile phones [2]. To create a guideline for developers who want to design applications which have to place icons on a grid menu and to study the effect of icon sizes and grid sizes on smartphone menu selections, this study was conducted by comparing two icon sizes: 48x48 pixels and 60 x 60 pixels arranged on three grid sizes: 2x3, 3x3, and 3x4. The studies conducted the menu selection time that the participant uses to find the target icon. Results showed that the icon size did not affect menu selection time. Participants select the menu which has grid size 3x4 faster than the other two sizes. There was a significant difference between grid size 2x3 and 3x4.","PeriodicalId":325887,"journal":{"name":"ICSEB '18","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115386753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With the development and popularity of information technology, auxiliary teaching applications (APPs) play increasingly significant roles in assisting traditional classroom teaching to increase student engagement in class. When APPs are used in teaching, computer anxiety (CA) should be considered because for students, CA is a common negative mentality toward using a computer. However, in existing studies, whether and how CA influences student engagement remain unknown. Thus, as research on how APPs facilitate student engagement, this study further considers the APP itself and then incorporates its quality, which may influence CA. Based on the above, this study adopts the information system (IS) success model as its theoretical basis and proposes a research model to explore whether and how APP quality, in terms of system quality, information quality, service quality and interface quality, influences student engagement through the individual's CA.
{"title":"Exploring the Effects of the Quality of Applications (APPs) on Computer Anxiety and Student Engagement: A Preliminary Study","authors":"Jung-Chieh Lee, Liangnan Xiong","doi":"10.1145/3301761.3301764","DOIUrl":"https://doi.org/10.1145/3301761.3301764","url":null,"abstract":"With the development and popularity of information technology, auxiliary teaching applications (APPs) play increasingly significant roles in assisting traditional classroom teaching to increase student engagement in class. When APPs are used in teaching, computer anxiety (CA) should be considered because for students, CA is a common negative mentality toward using a computer. However, in existing studies, whether and how CA influences student engagement remain unknown. Thus, as research on how APPs facilitate student engagement, this study further considers the APP itself and then incorporates its quality, which may influence CA. Based on the above, this study adopts the information system (IS) success model as its theoretical basis and proposes a research model to explore whether and how APP quality, in terms of system quality, information quality, service quality and interface quality, influences student engagement through the individual's CA.","PeriodicalId":325887,"journal":{"name":"ICSEB '18","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125712318","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}