This research investigates principles of judgmental heuristics and dual processing systems in the online purchasing environment. It examines the effects of availability cues in restaurant reviews on dining intentions and menu item choice. Two experiments are reported in which consumers make dining out and food choice decisions using simulated online review sites. The first experiment evaluates primacy–recency effects of positive and negative reviews along with different review types. The findings indicate that text plus ratings produce higher visit intentions and expectations compared with either cue by itself. The second experiment examines the effects of rating format, visual cues, and review valence on menu item choice. Pictures increase likelihood to choose a positively reviewed menu item but do not influence likelihood to choose a negatively reviewed item. This finding supports the negativity bias, whereby consumers place more weight on negative versus positive information. Consumers are more likely to choose a menu item with pictures when ratings are in numerical versus star rating format. The findings can be interpreted in terms of System 1 (heuristic) and System 2 (systematic) processing.
<p class="BodyA">This study attempts to illustrate the phases of designing a flipped learning mobile application. It is worth noting that changes in students’ learning behavior should be met by changes in the classroom – particularly on the way a course should be delivered. Studies have shown that students who learn using the flipped learning method are less likely to fail as opposed to their counterparts in the traditional classroom setting. The rising importance and popularity of flipped learning necessitates the development of a mobile application that assists both students to learn and allow instructors to manage their course via their mobile devices, almost anywhere and anytime. The software development life cycle (SDLC) is divided into four distinct phases: 1) Preliminary study, 2) content design, 3) System design and development, and 4) System evaluation. The effectiveness of the application is tested using electroencephalography (EEG). The findings suggest effectiveness of the mobile application falls within the acceptable range. Improvements for the flipped learning mobile application is also presented.</p>
Functionality, usability, and pleasure are the three elements that influence consumers decision-making and behavioral intentions. This study attempts to fill in the gap in the web design literature by justifying the Kansei-based engineering technique by embedding emotional cues in Higher Learning website designs. This study aims to test the effectiveness of a Kansei-based website that was designed in accordance with the Kansei-based standards for web design. Using an online Geneva Emotion Wheel survey, the results suggest that the Kansei-based website elicit favorable positive emotion from users
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