Computerised graphical representations of human users and computer agents, known as avatars and embodied agents, have been extensively explored and investigated in Information Systems (IS) research and practice. Such digital representations can be employed in either 2D or 3D. In order to facilitate research on user and agent representations and their applications in IS, we conduct a systematic literature review and establish the current state of research on humans’ perceptions and behaviours when interacting with avatars and embodied agents. Our findings are based on an analysis of 90 articles published in top outlets in the IS field. This review identifies 1) different types of avatar and embodied agent-mediated interactions with users, 2) current application domains of such representations, 3) their dimensionality, 4) affected psychological constructs, and 5) practical considerations for the design of such digital representations. Finally, we discuss limitations of current research and, based on these, directions for future work.
Stroke is the second highest cause of death and disability worldwide. While rehabilitation programs are intended to support stroke survivors, and promote recovery after they leave the hospital, current rehabilitation programs typically provide only static written instructions and lack the ability to keep them engaged with the program. In this design science research paper, we present an mHealth artifact that builds on behavior change theory to increase stroke survivors' engagement in rehabilitation programs. We employed a co-design methodology to identify design requirements for the stroke rehabilitation mHealth artifact, addressing stroke survivors' needs and incorporating expertise of healthcare providers. Guided by these requirements, we developed design principles for the artifact pertaining to visual assets that are essential in immersing users in the design. We carried out a two-stage development process by having workshops and interviews with experts. Following this, a prototype was developed and evaluated in a series of workshops with multiple stakeholders.
While previous research established that culture plays an important role in technology adoption, there is only limited work on the role of cultural appropriateness in user interface design for users from a specific background. In this study, we focus on the case of avatar design as a user interface element for facilitating positive user experience. Building on the theoretical lenses of social response theory and the “Computers Are Social Actors” paradigm, we develop a research model to investigate how cultural appropriateness of avatar design is a vital driver for users’ trust. We evaluate our research model by means of an online experiment (n=313) in the context of online health advice for users from Saudi Arabia. The avatars differed in appearance (Arab, non-Arab), gender (male, female), and clothing (athletic, medical, everyday). Our results show that Arab avatars exhibited significantly higher cultural appropriateness than non-Arab avatars. Further, participants were more inclined to select an Arab avatar (88.2%) that matched their gender (77.3%). Confirming the critical role of cultural appropriateness, our study demonstrates the importance of carefully considering the target audience in designing user interfaces.
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