Research on trust has burgeoned in the last few decades. Despite the growing interest in trust, little is known about trusting behaviors in non-dichotomous trust games. The current study explored propensity to trust, trustworthiness, and trust behaviors in a new computer-mediated trust relevant task. We used multivariate multilevel survival analysis (MMSA) to analyze behaviors across time. Results indicated propensity to trust did not influence trust behaviors. However, trustworthiness perceptions influenced initial trust behaviors and trust behaviors influenced subsequent trustworthiness perceptions. Indeed, behaviors fully mediated the relationship of trustworthiness perceptions over time. The study demonstrated the utility of MMSA and the new trust game, Checkmate, as viable research methods and stimuli for assessing the loci of trust.
Computer programs (code) are integral to the functions of current society. Yet, little is known about why programmers trust code they did not create. The current paper applied the heuristic-systematic model (HSM) of information processing to perceptions of code trust for reuse. The studies explored transparency (readability and organization) and reputation (source) as factors that influenced trust perceptions and time spent reviewing code using professional programmers. Source and readability manipulations led to higher trustworthiness assessments in the first study. Organization had nonlinear effects on trustworthiness. A three-way interaction including time was also found. The second online study largely replicated the first study's main and interaction effects for trustworthiness, but the main effects on time were not significant. Our findings suggest the relationships of transparency on trustworthiness are not as straightforward as previously thought. Additionally, the findings of the current study expand the HSM to trust in code.
The popularity of code reuse and the prospect of computer generated code raises questions of how programmers trust in computer code. Psychological understanding of computer code perceptions and comprehension has yet to be explored in regards to the decision making processes involved with software development and reuse practices. A review of current literature on trust, automation, software reuse, and the intersection of the three is presented. The authors propose a theoretical model of this decision making process, building off of a heuristic-systematic model of persuasion. Future research directions and possible applications are discussed.Trust has been called a core social motive [6]. Research on interpersonal trust extends back to Rotter's [7] seminal research on trust. Trust, according to Rotter, is defined as the generalized expectancy that
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