Acceptance of Mobile Technology in Hedonic Scenarios

Markel Vigo
Markel VigoLecturer at The University of Manchester
Acceptance of Mobile Technology in
        Hedonic Scenarios
       Marina Abad1, Itxaso Díaz2 and Markel Vigo3




 1Deusto   University    2Úbiqa   - Social Communication   3Laboratory   of Human Mobility and
                                                                         Technology



           BCS Conference in Human-Computer Interaction – HCI 2010


                                                            September 9, Dundee (Scotland)
0. Outline
 1. Introduction to TAM and its relationship with HCI
 2. Motivation for a new TAM and research questions
 3. Application scenario and contextualization
 4. Data analysis and results
 5. Discussion on results
 6. Outcomes
 7. Limitations of the study




Acceptance of Mobile Technology in Hedonic Scenarios    BCS HCI 2010
1. Introduction
 • Technology Acceptance Models (TAM)
     - Rooted in the Theory of Reasoned Action (Ajzen and Fishbein, 1980) and
       applied to computer usage behaviour
     - A tool to measure usage intentions of technology after a brief trial
     - Self reported questionnaires to measure:
           Perceived Ease of Use, PEOU
           Perceived Usefulness, PU (stronger determinant of usage)
     - User acceptance of technology in workplace settings


                                 Perceived Ease
                                     of Use
            External                                     Behavioural      Actual Systems
            Variables                                  Intention to Use        Use
                                   Perceived
                                   Usefulness


Acceptance of Mobile Technology in Hedonic Scenarios                                BCS HCI 2010
1. Introduction
 • The role of TAM in HCI (or IS vs. HCI)
    “one day someone will write a critique of TAM for the HCI community to talk of
    ‘Perceived Usefulness’ or ‘Perceived Ease of Use’ as determinants of behaviour
    (or intent) simply says very little to the HCI community, and if they do account for
    intent to use, they say nothing of actual use.” BCS HCIPaperReviewer
     - Focus:
           IS tends to be macro, drawing from social and organizational psychology
           HCI has a more micro focus, drawing from cognitive psychology
     - Emphasize:
           IS highlights the important role of perceived usefulness
           HCI focuses (not only) on the ease of use
     - Weak points:
           Most IS has not examined the role of design features
           HCI treats usability as a catchall concept and usefulness may fade away

          100% usable systems do not guarantee that people will make use of them
Acceptance of Mobile Technology in Hedonic Scenarios                                  BCS HCI 2010
2. Motivation
 • TAMs have been applied in workplace settings
 • What about technology acceptance on leisure settings?
 • Hedonic activities involve fun, pleasure, playfulness
 • In addition to Usefulness and Ease of Use (which have proved to be
   stable) a new hedonic component needs to be included
 • In hedonic scenarios the hedonic component and ease of use prevail
   over usefulness
 • Never studied the hedonic component when mobile devices are
   used


Acceptance of Mobile Technology in Hedonic Scenarios          BCS HCI 2010
2. Motivation
 • Research goal: develop a TAM for mobile devices in leisure scenarios
 • Research question 1: are mobile devices inherently joyful?
 • Research question 2: what prevails when mobile devices are used in
   leisure activities,
     - The leisure component of the mobile device?
     - Or the playfulness of the environment?




Acceptance of Mobile Technology in Hedonic Scenarios            BCS HCI 2010
3. Initial proposal for a TAM
 • Consider prior work on TAMs
     - Affective
     - Mobile
 • Take (and adapt) the variables for our application scenario
 • As a result we have 5 factors and 21 variables/items
     -   PU: Perceived Usefulness (8) e.g., it made me learn about the activity
     -   PEOU: Perceived Ease of Use (5) e.g., we felt at ease
     -   SAT: Satisfaction (4) e.g., I’m satisfied with this activity
     -   PP: Perceived Playfulness (4)e.g., it was fun
     -   BI: Behavioural Intention (1), I would like to participate again in the same
         activity
 • Resulting questionnaire was filled out by users after experiencing
   mobile technology in a hedonic scenario

Acceptance of Mobile Technology in Hedonic Scenarios                           BCS HCI 2010
4. Application scenario
 • Event taking place in Cáceres (Spain)
     - Fostering social cohesion by means of technology
     - Emphasizing the innovative aspects of the town
 • 79 people aged (M=16, sd=1.4)
     - High school teenagers
     - Frequent users of mobile technology and familiar with IT
 • Had to accomplish a city tour
     - A number of stages (taking 4 hours)
     - Making use of most features of the phone:
          Online maps + GPS for geolocation
          Videorecording
          QR codes
          SMS and MMS

Acceptance of Mobile Technology in Hedonic Scenarios              BCS HCI 2010
5. Data processing and results
 • Applied PCA (Principal Components Analysis) to results
     - Detect underlying dimensions
     - Data reduction

     Preliminary approach                          21 non-structured items
                                           PU           PEOU         SAT        PP
                                        8 items        5 items     4 items   4 items



                                                                 PCA

     Resulting scales                    7 items            3 items           4 items

                                       Perceived           Perceived         Perceived
                                       Usefulness         Ease Of Use        Enjoyment
                                         21.3%               17.3%             21.6%

Acceptance of Mobile Technology in Hedonic Scenarios                                    BCS HCI 2010
5. Results
    Resulting scales                    7 items         3 items       4 items

                                     Perceived          Perceived    Perceived
                                     Usefulness        Ease Of Use   Enjoyment
                                       21.3%              17.3%        21.6%


 • Explanatory power: the three factors account for more than 60% of
   variance
     - Internal consistency
     - Balanced distribution
 • To an extent resulting model corresponds to the theoretical model
   except for PE




Acceptance of Mobile Technology in Hedonic Scenarios                             BCS HCI 2010
5. Results
 • Check the hypotheses:
     H1. There is a positive relationship between PU and Behavioural Intention
     standarizedβ=0.395, p<.001
     H2. There is a positive relationship between PEOU and Behavioural Intention
     standarizedβ=0.186, p<.05
     H3. There is a positive relationship between PE and Behavioural Intention
     standarizedβ=0.425, p<.001
 • Predictive power: regression analysis proves the strength of the
   model, R2=0.61
                                  Perceived
                                  Usefulness           .395
                                                                Behavioural
                                Perceived Ease   .186         Intention to Use
                                    of Use                         R2=.61

                                  Perceived            .425
                                  Enjoyment

Acceptance of Mobile Technology in Hedonic Scenarios                             BCS HCI 2010
6. Discussion
 • The items that explicitly mention the activity and technology
     - Load on Perceived Enjoyment
           SAT1: I am satisfied with this activity
           SAT2: The activity has been agreeable and enriching
     - Loads on Perceived Ease of Use
           SAT4: I like those activities that require the use of technology
 • Results suggest that, in hedonic outdoors scenarios, the activity
   prevails over the technology
     - Higher explanatory power of PE where SAT1 and SAT2 load
     - Outdoors experience is a stronger predictor for technology adoption

 • The quality of the outdoors experience has a stronger affective
   (enjoyment) component than the use of devices
Acceptance of Mobile Technology in Hedonic Scenarios                           BCS HCI 2010
6. Outcomes
 • A TAM that considers both mobile, enjoyment variables in addition
   to traditional variables

 • Contributes building a repository of similar studies that can lead to
   the robustness and extrapolation of similar studies

 • Stronger explanatory (60%) and predictive power than state-of-the
   art approaches. Typically 30%-40% of the variance

 • Confirms the relevant role of the affective components for
   technology adoption




Acceptance of Mobile Technology in Hedonic Scenarios            BCS HCI 2010
7. Limitations

 • Context: mobile devices + outdoors funny activities

 • The device was shared in each group

 • The sample (N=79) may not be enough

 • Homogeneous sample

 • Did not operate different kind of devices

 • Exploratory rather than confirmatory




Acceptance of Mobile Technology in Hedonic Scenarios     BCS HCI 2010
Acceptance of Mobile Technology in
        Hedonic Scenarios
       Marina Abad1, Itxaso Díaz2 and Markel Vigo3


                Questions?
 1Deusto   University    2Úbiqa   - Social Communication   3Laboratory   of Human Mobility and
                                                                         Technology

           BCS Conference in Human-Computer Interaction – HCI 2010
                                                            September 9, Dundee (Scotland)
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Acceptance of Mobile Technology in Hedonic Scenarios

  • 1. Acceptance of Mobile Technology in Hedonic Scenarios Marina Abad1, Itxaso Díaz2 and Markel Vigo3 1Deusto University 2Úbiqa - Social Communication 3Laboratory of Human Mobility and Technology BCS Conference in Human-Computer Interaction – HCI 2010 September 9, Dundee (Scotland)
  • 2. 0. Outline 1. Introduction to TAM and its relationship with HCI 2. Motivation for a new TAM and research questions 3. Application scenario and contextualization 4. Data analysis and results 5. Discussion on results 6. Outcomes 7. Limitations of the study Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 3. 1. Introduction • Technology Acceptance Models (TAM) - Rooted in the Theory of Reasoned Action (Ajzen and Fishbein, 1980) and applied to computer usage behaviour - A tool to measure usage intentions of technology after a brief trial - Self reported questionnaires to measure:  Perceived Ease of Use, PEOU  Perceived Usefulness, PU (stronger determinant of usage) - User acceptance of technology in workplace settings Perceived Ease of Use External Behavioural Actual Systems Variables Intention to Use Use Perceived Usefulness Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 4. 1. Introduction • The role of TAM in HCI (or IS vs. HCI) “one day someone will write a critique of TAM for the HCI community to talk of ‘Perceived Usefulness’ or ‘Perceived Ease of Use’ as determinants of behaviour (or intent) simply says very little to the HCI community, and if they do account for intent to use, they say nothing of actual use.” BCS HCIPaperReviewer - Focus:  IS tends to be macro, drawing from social and organizational psychology  HCI has a more micro focus, drawing from cognitive psychology - Emphasize:  IS highlights the important role of perceived usefulness  HCI focuses (not only) on the ease of use - Weak points:  Most IS has not examined the role of design features  HCI treats usability as a catchall concept and usefulness may fade away 100% usable systems do not guarantee that people will make use of them Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 5. 2. Motivation • TAMs have been applied in workplace settings • What about technology acceptance on leisure settings? • Hedonic activities involve fun, pleasure, playfulness • In addition to Usefulness and Ease of Use (which have proved to be stable) a new hedonic component needs to be included • In hedonic scenarios the hedonic component and ease of use prevail over usefulness • Never studied the hedonic component when mobile devices are used Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 6. 2. Motivation • Research goal: develop a TAM for mobile devices in leisure scenarios • Research question 1: are mobile devices inherently joyful? • Research question 2: what prevails when mobile devices are used in leisure activities, - The leisure component of the mobile device? - Or the playfulness of the environment? Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 7. 3. Initial proposal for a TAM • Consider prior work on TAMs - Affective - Mobile • Take (and adapt) the variables for our application scenario • As a result we have 5 factors and 21 variables/items - PU: Perceived Usefulness (8) e.g., it made me learn about the activity - PEOU: Perceived Ease of Use (5) e.g., we felt at ease - SAT: Satisfaction (4) e.g., I’m satisfied with this activity - PP: Perceived Playfulness (4)e.g., it was fun - BI: Behavioural Intention (1), I would like to participate again in the same activity • Resulting questionnaire was filled out by users after experiencing mobile technology in a hedonic scenario Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 8. 4. Application scenario • Event taking place in Cáceres (Spain) - Fostering social cohesion by means of technology - Emphasizing the innovative aspects of the town • 79 people aged (M=16, sd=1.4) - High school teenagers - Frequent users of mobile technology and familiar with IT • Had to accomplish a city tour - A number of stages (taking 4 hours) - Making use of most features of the phone:  Online maps + GPS for geolocation  Videorecording  QR codes  SMS and MMS Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 9. 5. Data processing and results • Applied PCA (Principal Components Analysis) to results - Detect underlying dimensions - Data reduction Preliminary approach 21 non-structured items PU PEOU SAT PP 8 items 5 items 4 items 4 items PCA Resulting scales 7 items 3 items 4 items Perceived Perceived Perceived Usefulness Ease Of Use Enjoyment 21.3% 17.3% 21.6% Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 10. 5. Results Resulting scales 7 items 3 items 4 items Perceived Perceived Perceived Usefulness Ease Of Use Enjoyment 21.3% 17.3% 21.6% • Explanatory power: the three factors account for more than 60% of variance - Internal consistency - Balanced distribution • To an extent resulting model corresponds to the theoretical model except for PE Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 11. 5. Results • Check the hypotheses: H1. There is a positive relationship between PU and Behavioural Intention standarizedβ=0.395, p<.001 H2. There is a positive relationship between PEOU and Behavioural Intention standarizedβ=0.186, p<.05 H3. There is a positive relationship between PE and Behavioural Intention standarizedβ=0.425, p<.001 • Predictive power: regression analysis proves the strength of the model, R2=0.61 Perceived Usefulness .395 Behavioural Perceived Ease .186 Intention to Use of Use R2=.61 Perceived .425 Enjoyment Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 12. 6. Discussion • The items that explicitly mention the activity and technology - Load on Perceived Enjoyment  SAT1: I am satisfied with this activity  SAT2: The activity has been agreeable and enriching - Loads on Perceived Ease of Use  SAT4: I like those activities that require the use of technology • Results suggest that, in hedonic outdoors scenarios, the activity prevails over the technology - Higher explanatory power of PE where SAT1 and SAT2 load - Outdoors experience is a stronger predictor for technology adoption • The quality of the outdoors experience has a stronger affective (enjoyment) component than the use of devices Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 13. 6. Outcomes • A TAM that considers both mobile, enjoyment variables in addition to traditional variables • Contributes building a repository of similar studies that can lead to the robustness and extrapolation of similar studies • Stronger explanatory (60%) and predictive power than state-of-the art approaches. Typically 30%-40% of the variance • Confirms the relevant role of the affective components for technology adoption Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 14. 7. Limitations • Context: mobile devices + outdoors funny activities • The device was shared in each group • The sample (N=79) may not be enough • Homogeneous sample • Did not operate different kind of devices • Exploratory rather than confirmatory Acceptance of Mobile Technology in Hedonic Scenarios BCS HCI 2010
  • 15. Acceptance of Mobile Technology in Hedonic Scenarios Marina Abad1, Itxaso Díaz2 and Markel Vigo3 Questions? 1Deusto University 2Úbiqa - Social Communication 3Laboratory of Human Mobility and Technology BCS Conference in Human-Computer Interaction – HCI 2010 September 9, Dundee (Scotland)

Editor's Notes

  1. Just a quick overview
  2. 1. A social psychology discipline that established the theoretical distinctions between beliefs, attitudes, subjective norms and intentions as determinants of behaviourInformation Systems Research community2. Valid and reliable measurement scales to use in practice and predictive of user adoption behaviour3. Containing variables for.. which are not only conceptually different but also empirically distinct. Makes emphasize on the usefulness of the product-PEOU: refers to the degree that the user believes that its usage is free of effort -PU: would enhance the performance-Actual system use is determined by the intention to useTAM has been long replicated, it’s robust as long as PEOU and PU is concerned
  3. So we want people make use of technology and interact with itIf we are able to bring together HCI insights about how to design systems that are easy to use with IS insights about how to design systems that are useful, accepted by, and effective for the intended users
  4. Empirical evidence suggests that .. rather that PU and PEOU..while as mentioned in utilitarian scenarios usefulness is the key
  5. 2,3. From an acceptance point of view…will help to know
  6. self-reporting questionnaire
  7. It can be understood they are advanced usersbut only for telephone calls–social networkspurpose was to check whether advanced features are accepted
  8. 7 point Likert scalenon-structured because they do not belong (theoretically) to any gropingunobservable and latent factors were extractedresults confirm the existence of three factorssatisfaction+playfulness=PE: “the extent to which an activity of using computers is perceived to be enjoyable”
  9. How much the factors explain the info of original data80% tends to be OK but for TAMs 60% is very goodStrong points are the following - &gt;0.7 cronbach’s alphas - normally the 1st factor explains most of the variance
  10. The effect of each factor in BI. The value of beta means the increase of one unit in factors, how much does increase BIHow much of the variance of the BI is accounted for thepredictive power of PE, PEOU and PU as a whole61% is much higher than previous work
  11. because of the higher explanatory power of PETherefore, even if device have an inherent leisure component the activity has a major influence
  12. We assume all made use of itResult are determined by this limitations thus results are exploratory rather than explanatory