With the aggravation of global climate change, the issue of environmental protection has become the focus of global attention, and countries all over the world have devoted themselves to the sustainable development of resources to reduce the negative impact of the environment on human society. Reducing the resource waste is an important aspect of the sustainable development, among which food waste is a critical part. According to a report of the United Food and Agriculture Organization of the United Nations (FAO), 35% of food is wasted during consumption. Although households are the main contributors to food waste during consumption, the situation in university canteens cannot be ignored. As universities have a high degree of social influence, some policies and activities are piloted in universities, and then, promoted to society after achieving significant results. In future social development, the food waste behavior of consumers at the early stage of adulthood will have a significant impact on society. Therefore, it is necessary to understand the factors that lead to food waste by early adulthood consumers. This study focuses on food waste by end consumers and explores factors in the food waste behavior of the emerging adulthood consumer, which can be used as a reference for improving food waste in schools, governments, and other related industries in the future. The results show that the model of factors influencing the food waste behavior of emerging adulthood consumers established in this study is acceptable. According to the analysis results of the structural equation modeling (SEM), it can be seen that the influences of environmental concerns on the attitude toward behavior, subjective norms, and perceived behavioral control are ranked first, second, and third, respectively. While emerging adulthood consumers have a high degree of independence and self-awareness, schools, governments, media networks, and other related industries also need to establish a more complete system and form of cherishing food, in order to encourage emerging adulthood consumers to change their behavior and attitude spontaneously.
Abstract. Small touch screens are widely used in applications such as bank ATMs, point-of-sale terminals, ticket vending machines, facsimiles, and home automation in the daily life. It is intuition-oriented and easy to operate. There are a lot of elements that affect the small screen touch performance. One of the essential parts is icon feedback. However, to merely achieve beautiful icon feedback appearance and create interesting interaction experience, many interface designers ignore the real user needs. It is critical for them to trade off the icon feedback type associated with the different users needs in the touch interaction. This is especially important when the user capability is very limited. This paper described a pilot study for identifying factors that determine the icon feedback usability on small touch screen in four older adult Cognitrone groups since current research aimed mostly at general icon guidelines and recommendations and failed to consider and define the specific needs of small touch screen interfaces for the elderly. In this paper, we presented a concept from the focus on human necessity and use a cognitive assessment tool, which is, Cognitrone test, to measure older adult's attention and concentration capability and learn more about how to evaluate and design suitable small screen icon feedback types. Forty-five elder participants were participated. Each subject was asked to complete a battery of Cognitrone tests and divided into 4 groups. Each subject was also requested to perform a set of 'continuous touch' usability tasks on small touch screen and comment on open-ended questions. Results are discussed with respect to the perceptual and cognitive factors that influence older adults in the use of icon feedback on small touch screen. It showed significant associations between icon feedback performance and factors of attention and concentration. However, this interrelation was much stronger for the Group 2 and Group 4, especially for Type B, Type C and Type G. Moreover, consistent with previous research, older participants were less sensitive and required longer time to adapt to the high-detailed icon feedback. These results are discussed in terms of icon feedback design strategies for interface designers.
PurposeMobile e-commerce has brought convenience to consumers. But for goods such as shoes, mobile e-commerce has failed to provide the same experience as consumers would have in physical stores, and that also causes problems for online merchants, such as high return rates. As a result, the augmented reality (AR) virtual shoe-try-on function appeared. The way that AR virtual shoe-try-on study different from other AR virtual try-on studies is that AR virtual shoe-try-on study only satisfies consumers' visual experience and consumers cannot judge whether the shoes are comfort or not. Whether consumers would accept AR virtual try-on function to help them make purchase decision due to the visual experience provided by AR virtual try-on function is worth discussion. Measuring users' perceptions and preferences can help companies design AR shoe-trying functions and provide services more cost-effectively.Design/methodology/approachTo promote the continuous use and better development of such mobile e-commerce based on the technology acceptance model (TAM), this study explored the influencing factors for users' intentions to continue using the AR virtual shoe-try-on function, including the perceived usefulness, perceived ease of use, system quality, perceived playfulness and attitude.FindingsThe results of this study showed that TAM is a powerful theoretical tool of the new technology in mobile e-commerce and that the system quality and perceived playfulness also have a positive impact on the original variables of TAM. System quality and perceived playfulness are important predictors of users' continuance intentions to use the AR virtual shoe-try-on function.Originality/valueThe main contribution of this study to model iteration and theoretical update is to verify the applicability of the TAM in the AR shoe-try-on function and to expand TAM model with system quality and perceived playfulness. The authors' results will help shoe enterprises win users' recognition through AR shoe-try-on function and improve users' continuance intention of use.
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