Though aesthetics is generally acknowledged as an important aspect of website design, extant information systems (IS) research on web user experience has rarely studied what affects website aesthetics and how aesthetics influences users’ perceptions of the website and the organization behind the website. In this paper, we synthesize prior literature from different academic domains and propose users’ perceived quality of five design elements (i.e., unity, complexity, intensity, novelty, and interactivity) as determinants of website aesthetics. We further theorize the effects of aesthetics on users’ attitudes toward the website and their perception of the corporate image. Two studies were conducted to test the research model. In Study 1, we adopted a card sorting method and the results provide substantial support to the determinants of website aesthetics. In Study 2, we conducted a survey using ten company portal websites that were unknown to survey respondents. Our analysis further confirms the effects of users’ perceived quality of the five design elements on the perception of website aesthetics. The findings of Study 2 also show that users’ perception of aesthetics has significant impacts on perceived utility and their attitudes toward the website, which further affects the corporate image exhibited via the website. In addition, we find that in users’ first interaction with a website, perceived aesthetics has a larger impact on their attitudes toward the website than perceived utility.
1 January 2014 in Expert Systems with Applications
The value of a digital platform (DP) can only be achieved through the coordinated actions of participating sides. Therefore, the question of how platform owners can coordinate multiple side actions is central. By positioning platform sides as part of the DP organization rather than viewing DP as a market or technological architecture, we highlight the differences in platform sides and how these differences must be acknowledged and managed as they are a source of misalignment among platform sides. Given that DP owners do not possess formal power over the sides (they are free to join other DPs simultaneously), our study demonstrates how a DP owner, in addition to putting in place structures to enable or constrain certain actions of platform sides, must also influence their narrowing of possibilities of action toward achieving coordinated actions. To the best of our knowledge, this study is the first to offer a process model of digital platform coordination that explains digital platform coordination in terms of the contextual conditions (when platform sides could enact their agency), the mechanisms of the platform sides’ agency enactment and digital orienting (an expanded repertoire of actions in coordinating platform sides through technology), and the resultant outcome.
23 May 2011 in IEEE Transactions on Professional Communication
Knowledge contribution in virtual communities is an important issue in the field of knowledge management. Based on Ames's theoretical framework on motivation, we propose a model for knowledge contribution in problem-solving virtual communities (PSVCs). The model includes two second-order individual motivations, with four major mechanisms in PSVCs that are associated with these motivations. Results confirm that only egoistic motives affect members' knowledge contribution in PSVCs. Further, knowledge repository and social identity are found to be important mechanisms for promoting knowledge contribution through egoistic motives. This paper concludes with theoretical and practical implications and provides insights for future research.
Purpose: Gamification is a strategic approach employed by practitioners to foster meaningful engagement and enhance the acceptance of recommendations. Gamification affordances (e.g. achievement, self-expression, interaction, and cooperation) catalyze significant psychological processes in consumers, leading to behavioral changes. Despite its application, a gap remains in understanding how these gamification affordances in e-commerce contexts impact customers' perceived values and drive recommendation acceptances.Design/methodology/approach: Employing affordance theory and perceived value theory as our foundation, we have crafted a comprehensive framework that addresses the multifaceted nature of e-commerce gamification, thereby unifying the fragmented knowledge in this area. We implemented a quantitative research design to empirically test the proposed model.Findings: The research reveals that the four principal affordances of gamification – achievement, self-expression, interaction, and cooperation – significantly enrich consumer values across hedonic, utilitarian, and social dimensions. This enrichment facilitates an increased propensity for accepting recommendations.Originality/value: This study provides a novel lens through which to view the influence of gamification affordances on recommendation acceptance within gamified e-commerce settings. It delineates the effects of each affordance on consumers' perceived value and highlights the pivotal affordances that shape gamified e-commerce experiences. These insights yield actionable strategies for practitioners aiming to refine e-commerce gamification designs and cultivate more engaging consumer interactions.