ARTICLE | doi:10.20944/preprints202308.1292.v1
Subject: Business, Economics And Management, Business And Management Keywords: service quality; service convenience; Satisfaction; Loyalty; Behavioral Intentions; Self-Service Fitness Center
Online: 18 August 2023 (10:00:50 CEST)
As an emerging model, self-service fitness centers are reshaping the consumer fitness experience globally. Given the crucial role of customer loyalty in the sustainable operation and management of fitness service enterprises, this study constructs a structural model incorporating service quality, service convenience, customer satisfaction, word-of-mouth intentions, and repatronage intentions. The model is designed to elucidate the factors and mechanisms impacting customer loyalty at self-service fitness centers and further investigates how these relationships are affected by service methods, either with staff or without staff. The study employs PLS-SEM to empirically analyze 552 customer questionnaires from four self-service fitness centers in first-tier cities in China. The results reveal positive correlations among the constructs in the structural model, emphasizing the important position of raising service quality standards and reducing the time and effort expended by customers in the management of customer loyalty. Concurrently, service convenience was found to play a significant driving role in customers' perceived service quality. Through the chain-mediating effect of service quality and customer satisfaction, service convenience exerts a considerable positive impact on word-of-mouth intentions and repatronage intentions. Moreover, the study reveals significant differences in these relationships when considering service methods, either with staff or without staff.
ARTICLE | doi:10.20944/preprints202306.0810.v1
Subject: Arts And Humanities, Art Keywords: Intangible Cultural Heritage Design; Bibliometric analysis; Content analysis; Global Trends; Sustainable Development
Online: 12 June 2023 (09:21:25 CEST)
This paper aims to explore the development of the field of Intangible Cultural Heritage Design. It seeks to understand the global trends in this field and provide insights for its growth and development. The objectives are achieved through a mixed-methods approach that combines bibliometric methods and content analysis. This approach allows for a quantitative and qualitative analysis of the scientific literature related to Intangible Cultural Heritage Design. The findings of the work include an analysis of the most productive countries/regions, institutions, journals, and authors in the field of Intangible Cultural Heritage Design. It also includes citation and co-citation analysis, which helps identify influential scholars and popular journals in the field, as well as patterns of col-laboration within the field. The outcomes and implications for practice include a better understanding of the global trends in Intangible Cultural Heritage Design and insights for its growth and development. The research find-ings have important theoretical and practical implications for the field, and future research directions are pro-posed. The value of the paper lies in its contribution to a better understanding of the global trends in Intangible Cultural Heritage Design. It provides insights and assistance for its growth and development, mak-ing it valuable to researchers and practitioners in the field.
ARTICLE | doi:10.20944/preprints202305.1224.v1
Subject: Social Sciences, Behavior Sciences Keywords: virtual concert; audiences’ attitude; player experience; technology acceptance
Online: 17 May 2023 (10:13:58 CEST)
The purpose of this study is to investigate and validate the influencing factors of audiences’ attitude toward virtual concerts. To address this issue, the current study proposes a conceptual model integrating player experiences’ factors (autonomy, relatedness, and engagement) and the technology acceptance model (perceived usefulness, perceived ease of use, and perceived enjoyment). An online questionnaire on virtual concert experiences was distributed to Chinese audiences who had attended virtual concerts. Structural equation modeling was then used to establish the relationship between variables. The results suggested autonomy, relatedness and engagement positively impacted perceived usefulness, perceived ease of use, and perceived enjoyment. Furthermore, the perceived usefulness, perceived ease of use, and perceived enjoyment were significant predictors of audiences’ attitude. The findings of this study can provide a reference for relevant virtual entertainment providers and can also serve as a point of development and exploration for technology acceptance model and player experience in the field of virtual concerts.
ARTICLE | doi:10.20944/preprints202305.0359.v1
Subject: Business, Economics And Management, Marketing Keywords: Visual Signal; Auditory Signal; Interaction Effect; Purchase Behavior; AISAS Model
Online: 5 May 2023 (10:59:16 CEST)
This study, based on the AISAS model, explores the impact of the interaction effect between visual and auditory signals on consumer purchase behavior. Using experimental methods, 120 participants were randomly assigned to four different visual and auditory signal combinations, and their purchase intentions and actual purchase behavior were measured. The results show that the interaction effect between visual and auditory signals has a significant impact on both purchase intentions and actual purchase behavior, and there is a significant positive relationship. Specifically, when visual and auditory signals are mutually consistent, consumers have the highest purchase intentions and actual purchase behavior; when both visual and auditory signals are absent, consumers have the lowest purchase intentions and actual purchase behavior; when either the visual or auditory signal is missing, consumers' purchase intentions and actual purchase behavior are in between the two extremes. This study provides a new perspective for understanding consumers' decision-making processes in multi-sensory environments and offers valuable insights for the development of marketing strategies.
ARTICLE | doi:10.20944/preprints202310.0845.v1
Subject: Arts And Humanities, Art Keywords: offline art exhibitions; visitor experience; influencing factors; mixed methods; multiple linear regression
Online: 13 October 2023 (16:45:29 CEST)
Art organizations are increasingly focusing on enhancing the visitor experience to attract a wider audience. The aim objective of this study was to explore the key factors that influence the visitor experience of offline art exhibitions and to use a mixed methods to data collection and analysis. The research process was divided into three stages. In the first stage, we conducted semi-structured interviews with 12 respondents by dividing the exhibition experience into three time periods: pre, during, and post-visit. We extracted seven factors affecting visitor experience through qualitative content analysis including marketing, motivation, physical environment, exhibit quality, participation, technology and service facilities; in the second stage, we developed an assessment scale and pretested it; in the third stage, we collected 725 questionnaires to validate the factors of visitor experience in art exhibitions. The results of linear regression analyses showed that all seven key factors had a significant impact on visitor experience. This study constructed a scale to assess the factors of art exhibition experience, which provides theoretical sup-port for in-depth study of art exhibition experience and useful guidance for planning and design-ing art exhibitions to improve the quality of visitors' experience of art exhibitions.
ARTICLE | doi:10.20944/preprints202309.1005.v1
Subject: Arts And Humanities, Other Keywords: metaverse environment; auditory presence; AUX evaluation; evaluation questionnaire design; principal component analysis
Online: 15 September 2023 (05:33:24 CEST)
This study aims to develop an auditory experience evaluation questionnaire to improve the presence of metaverse environments, and to derive evaluation components considering auditory presence and auditory user experience (AUX) through a survey. After conducting a survey with a total of 232 participants, five evaluation components were extracted from auditory presence and AUX evaluation factors through principal component analysis (PCA) and reliability analysis (RA): 'realistic auditory background', 'acoustic aesthetics', 'consideration of acoustic control and accessibility', 'auditory utility and minimalist design', and 'auditory consistency'. In particular, although AUX evaluation factors such as 'ease of access to sound control' have limitations in improving the sense of presence, negative factors of presence such as 'distraction due to sound' can be improved by utilizing AUX evaluation factors, so it is judged that the sense of presence in the metaverse environments can be improved by enhancing the auditory sense of presence and AUX evaluation factors according to the composition of the five evaluation components derived in this study. This study can be used as a basis for developing an auditory experience evaluation questionnaire for the metaverse platform, creating sound design guidelines, and identifying sound development priorities.
ARTICLE | doi:10.20944/preprints202304.1003.v1
Subject: Social Sciences, Education Keywords: creativity; three-phase SRL model; think-aloud; arts education; education quality; work quality.
Online: 26 April 2023 (15:26:12 CEST)
Abstract: Self-regulated Learning has become one of educational psychology's most critical research areas. Contemporary research indicates that student creativity is crucial to the success of arts education. However, there is limited research on creativity in arts education in Self-regulated Learning. Therefore, this study aims to define the creativity characteristics that determine the quality of students’ work. This study implemented a creative competition in painting and composition for first-year undergraduates. It evaluated the characteristics of creativity during the three main phases of the task: planning, execution, and completion. We discovered through semi-open questionnaires (n=178)，and using the content analysis method. According to the competition results, the students with the highest scores in Flow, Inspiration, and Idea Generation in the Performance phase had the best quality work. In the Forethought phase, Analogical Thinking and Idea Generation worked best for most students, while in the Performance phase, Flow Sense, Idea Generation, and Idea Manipulation worked best.Data on creativity characteristics at different work phases and final quality might adequately guide and organize educational procedures. These findings can serve as a theoretical foundation for quantifying the creativity phase in Self-regulated Learning and offer arts educators a reference for creativity instruction.
ARTICLE | doi:10.20944/preprints202311.1231.v1
Subject: Computer Science And Mathematics, Other Keywords: design brief; ai thinking; generative ai; design management; user experience
Online: 20 November 2023 (09:26:04 CET)
This study examines the impact of GenAI tools on the daily tasks of designers within corporations. It investigates both the operational changes and employee anxieties regarding job security. The research employs a qualitative approach: one without the use of ChatGPT and one with its use. The findings indicate significant improvements in operational experience and subjective perceptions across various tasks, as demonstrated through a user experience map. Moreover, the study highlights the potential of AI for enhancing managerial efficiency, streamlining workflows, and improving collaboration. However, it also addresses challenges concerning information authenticity, copyright protection, and professional identity. The goal of this study is to comprehend AI's current role in businesses, evaluate its effects on designers, and offer balanced recommendations that emphasize the integration of AI thinking into future corporate workflows from a human-centric perspective.
ARTICLE | doi:10.20944/preprints202305.1965.v1
Subject: Public Health And Healthcare, Public Health And Health Services Keywords: elderly medication reminder application; Kano model; AHP; QFD; PUGH decision matrix
Online: 29 May 2023 (04:42:27 CEST)
Poor medication adherence among older adults is a widespread problem worldwide. As the population ages, the design of smartphone medication management apps is critical to improving medication adherence among older adults. Taking the design of an elderly medication reminder APP as an example, this study proposes a sustainable design research method that integrates the KANO model, Analytic Hierarchy Process (AHP), Quality Function Deployment (QFD), and PUGH decision matrix. The method collects user demands through in-depth interviews, and applies the KANO model to classify these demands. The hierarchical structure of user needs is established by using AHP, and the priority is sorted according to the weight and importance determined by the judgment matrix. QFD is used to translate user needs into design requirements, and the house of quality matrix identifies key design requirements. Finally, design alternatives are evaluated using Pugh's concept selection method. The results of this study demonstrate that the integration of KANO-AHP-QFD-PUGH can be effective as a sustainable optimal design approach for the user experience of a medication reminder application for the elderly. This integrated method not only facilitates innovative optimization and sustainability of application design methods but also provides valuable theoretical and practical insights for future drug-assisted design for elderly users.
ARTICLE | doi:10.20944/preprints202304.1220.v1
Subject: Computer Science And Mathematics, Computer Networks And Communications Keywords: Virtual environment; Avatar customization; Avatar self-similarity; Avatar identification; Public self-consciousness; Online self-expression; Emotional expression
Online: 29 April 2023 (07:25:32 CEST)
Purpose: This study aims to analyze the factors that affect the behavior of user-defined avatars in different virtual environments, and compare the differences in public self-awareness, self-expression, and emotional expression among customized avatars in multiple virtual contexts. Methods: Using a between-subjects experimental design, two random groups of participants were asked to customize avatars for themselves in two contexts, a multiplayer online social game (MOSG) and a virtual meeting (VM). i.e. a relaxed and a serious social environment. Results: When subjects perceived a more relaxed environment, the customized avatars had less self-similarity, and the subjects exhibited a stronger self-disclosure willingness and enhanced avatar wishful identification; nevertheless, public self-consciousness was not increased. When subjects perceived a more serious environment, the customized avatars exhibited a higher degree of self-similarity, and the subjects exhibited a greater self-presentation willingness, along with enhanced identification of avatar similarity, and increased public self-consciousness. Conclusions: Participants expressed positive emotions, suggesting that avatars play a positive role in various virtual contexts. The virtual context affects the self-similarity of user-customized avatars, and avatar self-similarity affects self-presentation and self-disclosure willingness, and these factors will affect the behavior of the user-customized avatar. This study contributes suggestions to the Metaverse avatar customization platform design.
ARTICLE | doi:10.20944/preprints202304.0232.v1
Subject: Arts And Humanities, Other Keywords: low-carbon-tourism food; low-carbon-attitude-friendly tourists; user attitude–action gap; grounded theory; service design
Online: 12 April 2023 (03:29:04 CEST)
One of the key issues in sustainable tourism research is the gap between tourists' expressed friendly attitudes towards sustainable behaviors and their actual behaviors. Although many "low-carbon" themed restaurants have emerged during the low-carbon transformation of the Chinese tourism industry, low-carbon food services have not been significantly improved. This study takes food as the entry point to explore tourists' behavior and attitudes towards low-carbon tourism in relation to food. We conducted two interviews. The first interview was a semi-structured contextual interview with 120 tourists who had experiences in food streets, aim-ing to identify the core user group: low-carbon attitude-friendly tourists with high-carbon food behaviors. The second interviews was an in-depth interview based on grounded theory with 29 core users, analyzing the four main reasons for their high-carbon food behaviors and their re-quirements for low-carbon food services in tourism. Based on this, we extracted four design ele-ments for low-carbon tourism food services: low-carbon information show service, low-carbon service product attractiveness improvement, low-carbon food environment atmosphere creation, and service providers' low-carbon behaviors. Through these four service elements, we constructed a low-carbon tourism food service design framework based on the core users' needs, discussed the mechanism of service elements, and provided service design suggestions accordingly. The re-search results serve tourism providers, low-carbon tourism researchers, and designers.
ARTICLE | doi:10.20944/preprints202304.0593.v1
Subject: Arts And Humanities, Art Keywords: AI-based painting systems(AIBPS); Technology Acceptance Model (TAM); Behavioral intentions; User experience; Structural Equation Modelling (SEM
Online: 19 April 2023 (13:27:16 CEST)
Artificial intelligence (AI) applications in different fields are developing rapidly, among which AI painting technology, as an emerging technology, has received wide attention from users for its creativity and efficiency. This study aimed to investigate the factors that influence user acceptance of the use of AIBPS by proposing an extended model that combines the Extended Technology Acceptance Model (ETAM) with the AI-based Painting System (AIBPS).A questionnaire was administered to 528 Chinese participants, using validated factor analysis data and Structural Equation Modeling (SEM) was used to test the hypotheses. The findings showed that hedonic motivation (HM) and perceived trust (PE) had a positive effect (+) on users' perceived usefulness (PU) and perceived ease of use (PEOU), while previous experience (PE) and technical features (TF) had no effect (-) on users' perceived usefulness (PU). This study provides an important contribution to the literature on AIBPS and the evaluation of systems of the same type, which helps to promote the sustainable development of AI in different domains and provides a possible space for further extension of TAM, thus helping to improve the user experience of AIBPS. The results of the study provide insights for system developers and enterprises to better motivate users to use AIBPS.