Computer Interfaces and the “Direct-Touch” Effect: Can iPads Increase the Choice of Hedonic Food?

2016 ◽  
Vol 53 (5) ◽  
pp. 745-758 ◽  
Author(s):  
Hao Shen ◽  
Meng Zhang ◽  
Aradhna Krishna

People are able to order food using a variety of computer devices, such as desktops, laptops, and mobile phones. Even in restaurants, patrons can place orders on computer screens. Can the interface that consumers use affect their choice of food? The authors focus on the “direct-touch” aspect of touch interfaces, whereby users can touch the screen in an interactive manner. In a series of five studies, they show that a touch interface, such as that provided by an iPad, compared with a nontouch interface, such as that of a desktop computer with a mouse, facilitates the choice of an affect-laden alternative over a cognitively superior one—what the authors call the “direct-touch effect.” The studies provide some mediational support that the direct-touch effect is driven by the enhanced mental simulation of product interaction with the more affective choice alternative on touch interfaces. The authors also test the moderator of this effect. Using multiple product pairs as stimuli, the authors obtain consistent results, which have rich theoretical and managerial implications.

Author(s):  
Olawale Surajudeen Adebayo ◽  
Normaziah Abdul Aziz

The usefulness of mobile phones nowadays has gone beyond making calls and sending text messages. In fact, most of applications available on desktop computer are presently easily accessible on mobile devices, especially smartphone based on Androids, iOS, and Windows phone platforms. However, at the same time, malware is increasingly becoming pervasive on a mobile platform for financial, social and political exploitation. This chapter examines the trends of mobile malware and different efforts of anti-malware writers and researchers in addressing mobile malware on smartphones.


Author(s):  
Jari H. Helenius ◽  
Veronica Liljander

Advancements of the wired Internet and mobile telecommunications offer companies new opportunities for branding but also create a need to develop the literature to incorporate the new communication channels. This chapter focuses on the mobile channel and how mobile phones can be used in branding activities. Based on a literature review and practical examples, the chapter discusses how brand managers can utilize the mobile channel to strengthen brand assets. Four mobile branding (m-branding) techniques are proposed and their impact on brand assets discussed. Managerial implications and suggestions for further research are provided.


Author(s):  
Renatus Mushi ◽  
Said Jafari

Voluntariness in technology adoption and use is vital in promoting technology diffusion and use in organisations. Various technology adoption models have been proposed to explain the adoption of technologies in different settings, such as organizational and individual, as well as in the voluntary and mandatory contexts. Recently, uptake of mobile phones in achieving organisational targets has been increased in developing countries and Tanzania in particular. This is due to the notable improvements in both hardware performance and sophistications. In organisation context, not all users are willing to use technology as required. In such circumstances, they are mandated to use it in order to fulfil their working duties. This leads to poor uptake of technology and results to unclear understanding regarding to their attitudes towards using it. While some studies have discussed the impact of voluntariness in using traditional desktop computer systems and thin client computing, mobile phone technology has not received the deserved attention. Discussing voluntariness in using mobile phone technology in organisations in relation to other technologies is essential especially due to its usage in both working and private purposes. This paper describes the voluntary aspects of using mobile phones in performing activities of the firms in Tanzania and compares it with desktop and thin client technologies. Also, it proposes possible ways of handling such situation in order to improve its use. Among others, the paper has analysed mandotoriness on usage of mobile technology. Further, it highlights key areas which should be addressed in order to improve the usage of mobiletechnology in organisations and eventually cover the gap caused by such mandatory situations.


Author(s):  
Olawale Surajudeen Adebayo ◽  
Normaziah Abdul Aziz

The usefulness of mobile phones nowadays has gone beyond making calls and sending text messages. In fact, most of applications available on desktop computer are presently easily accessible on mobile devices, especially smartphone based on Androids, iOS, and Windows phone platforms. However, at the same time, malware is increasingly becoming pervasive on a mobile platform for financial, social and political exploitation. This chapter examines the trends of mobile malware and different efforts of anti-malware writers and researchers in addressing mobile malware on smartphones.


Author(s):  
Yung Kyun Choi ◽  
Sungmi Lee

As mobile devices increasingly become a ubiquitous and essential part of everyday life, marketers must face a host of new challenges. This new marketing environment requires that marketers understand how consumers use their mobile phones and, more particularly, how they perceive and derive value from doing so. In this article, the authors suggest that mobile services offer either context-related or content-related values. They also explore managerial implications, by revealing factors that influence consumers to utilize mobile phone services.


ReCALL ◽  
2008 ◽  
Vol 20 (3) ◽  
pp. 253-270 ◽  
Author(s):  
Glenn Stockwell

AbstractWhile the use of mobile devices for language learning has sparked the interest of an increasing number of researchers in recent years (e.g., Aizawa & Kiernan, 2003; Thornton & Houser, 2005), our knowledge of learners' preferences for the mobile platform and their usage patterns remains limited. Are learners prepared to use mobile phones for performing language learning activities, or is there still a preference for desktop computer environments? Do learners make attempts to use mobile phones and then opt for a desktop computer instead? When and where do those learners who choose to use mobile phones use them, and why do they choose them? The current study investigated 75 learners of English at a Japanese university who were assigned vocabulary learning activities which they could choose to complete on either a mobile phone or desktop computer. It sought to determine their intentions to use mobile phones for language learning if other options were available, to compare this with their actual usage patterns, and to determine when and why learners used mobile phones. Learner attitudes and preferences were elicited through a post-survey, and usage patterns were determined through analysis of detailed server logs. The results are discussed in terms of the readiness of learners to undertake mobile-based language learning activities, and the issues having an effect on the establishment of the mobile phone as a language learning tool.


Author(s):  
Keeley Wilson

This concluding chapter, which is more conceptual than descriptive, reflects on the fact that a few key decisions made in the early 1990s explain Nokia’s success, while decisions mostly made in the 2001–5 period and often based on heuristics inherited from the past, largely shaped Nokia’s subsequent decline. These latter decisions set in motion a course of events leading to a stunted evolution toward strategic stasis, and made escaping from it all but impossible. As a way to summarize the main findings and conceptual implications from the research, the chapter returns to the research questions raised in Chapter 1—whether Nokia’s decline was the result of management volition, stunted evolution, or environmental selection—and shows how analyzing and conceptualizing the story of Nokia in mobile phones helps address these and sheds valuable light on their managerial implications.


2021 ◽  
Vol 15 (11) ◽  
pp. 3206-3213
Author(s):  
Mikail Tel

The aim of this research is to determine athletes ' views on digital games and to determine their relationship to certain variables. 1521 (927 male, 594 female) athletes who continue their activities in different branches constitute the sample of the research. The research is in the screening model and has a descriptive quality. As a data collection tool, an online questionnaire was applied in which participants' demographic information, frequency of game play, the duration of game play with either mobile phone and desktop computer, and their digital game play status were surveyed. The data was analyzed using the SPSS statistical package program and the significance level was accepted as p<0.05. As a result, 60.9% of the research group were male, 35.5% were between the ages of 21 and 30, 59.2% were students, and 61.5% were undergraduates or graduates. 36.9% of participants were observed to play sports between 1-5 years, 27.5% were observed to play sports between 6-10 years, and 62.9% of them still continued their sports activities as athletes. In the study, it was determined that athletes played games in moderate frequency and preferred to play games at higher rates, daily, using their mobile phones. Participants expressed that they liked to play games and wanted to play again when they were successful in those games. Athletes stated that games are addictive, games with violent elements negatively affect people, and while excessive gameplay negatively affects social life, games also help them to relieve their boredom. They believe that games which are played with friends and family, etc. improved social skills, and they noted that games can be used for educational purposes, and that playing games helps them learn something new, but is mostly effective in filling out free time. Athletes also noted that they did not believe that playing digital games improved their athletic abilities specific to their sport in any way. A statistically significant difference was found when athletes' views on gender and digital games were examined. It was determined that there were statistically significant differences according to age, profession, year of playing sports, level in sports branch, frequency of playing games, duration of playing games with mobile phones, duration of playing games with computers, and that there were no statistically significant difference according to educational status. As a result, it was determined that the athletes in the research group played digital games with medium frequency and liked to play games. We believe that it will be useful for athletes to use digital games, the internet and social media to develop their skills in their branch of sports. Keywords: Digital game, sports and Digital Game, athletes and digital game.


2019 ◽  
Vol 1 (1) ◽  
pp. 1-17
Author(s):  
Frederick Dayour

A number of risks are associated with the use of mobile phones. However, there is still a paucity of evidence on the extent to which demographics influence risk perceptions of smartphone usage. This paper examines backpackers’ perceived risk of smartphone usage and the extent to which demographic attributes influence risk perceptions. A survey involving 567 backpackers was conducted in Ghana. The CFA, ANOVA and independent samples t-test were used to analyse the data. The study showed the relevance of coalescing information technology and destination risks factors in measuring perceived risks towards smartphone usage before assessing the effects of demographics on perceived risk. Importantly, backpackers’ risk perceptions are a function of their demographic traits, such as sex, age, education, income, occupation, continent of origin and travel experience. The theoretical and managerial implications of the study are discussed.


Author(s):  
Renatus Mushi ◽  
Said Jafari

Voluntariness in technology adoption and use is vital in promoting technology diffusion and use in organisations. Various technology adoption models have been proposed to explain the adoption of technologies in different settings, such as organizational and individual, as well as in the voluntary and mandatory contexts. Recently, uptake of mobile phones in achieving organisational targets has been increased in developing countries and Tanzania in particular. This is due to the notable improvements in both hardware performance and sophistications. In organisation context, not all users are willing to use technology as required. In such circumstances, they are mandated to use it in order to fulfil their working duties. This leads to poor uptake of technology and results to unclear understanding regarding to their attitudes towards using it. While some studies have discussed the impact of voluntariness in using traditional desktop computer systems and thin client computing, mobile phone technology has not received the deserved attention. Discussing voluntariness in using mobile phone technology in organisations in relation to other technologies is essential especially due to its usage in both working and private purposes. This paper describes the voluntary aspects of using mobile phones in performing activities of the firms in Tanzania and compares it with desktop and thin client technologies. Also, it proposes possible ways of handling such situation in order to improve its use. Among others, the paper has analysed mandotoriness on usage of mobile technology. Further, it highlights key areas which should be addressed in order to improve the usage of mobiletechnology in organisations and eventually cover the gap caused by such mandatory situations.


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