Camille Desrochers, Pierre-Majorique Léger, Marc Fredette, Seyedmohammadmahdi Mirhoseini and Sylvain Sénécal
Online grocery shopping possesses characteristics that can make it more difficult than regular online shopping. There are numerous buying decisions to make each shopping session…
Abstract
Purpose
Online grocery shopping possesses characteristics that can make it more difficult than regular online shopping. There are numerous buying decisions to make each shopping session, there are large ranges of product types to choose from and there is varied arithmetical complexity. The purpose of this paper is to examine how such characteristics influence the attitude of consumers toward online grocery shopping websites.
Design/methodology/approach
The authors hypothesized that the product type (search or experience product), the task arithmetic complexity, and the attention and cognitive load associated with browsing through product pictures have an effect on the attitude of online shoppers toward these websites. To test the hypotheses, 31 subjects participated in a within-subject laboratory experiment.
Findings
The results suggest that visual attention to product pictures has a positive effect on the attitude of online shoppers toward a website when they are shopping for experience goods, but that it has a negative effect on their attitude toward a website when the task arithmetic complexity is greater. They also suggest that the cognitive load associated with browsing through product pictures has a negative effect on the attitude of online shoppers toward a website when they are shopping for experience goods, and that greater cognitive load variation has a positive effect on their attitude toward a website when arithmetic task complexity is greater.
Practical implications
When designing online grocery websites, providing clear single unit quantities with pictures corresponding to the sales unit could help establish a clear baseline on which consumers can work out their quantity requirements. For decisions involving experience goods, product pictures may act as an important complementary information source and may even be more diagnostic than text description.
Originality/value
Results reinforce the relevance of enriching the study of self-reported measures of the user experience on e-commerce sites with automatic measures.
Details
Keywords
Mario Passalacqua, Pierre-Majorique Léger, Lennart E. Nacke, Marc Fredette, Élise Labonté-Lemoyne, Xinli Lin, Tony Caprioli and Sylvain Sénécal
In a warehouse setting, where hourly workers performing manual tasks account for more than half of total warehouse expenditure, a lack of employee engagement has been directly…
Abstract
Purpose
In a warehouse setting, where hourly workers performing manual tasks account for more than half of total warehouse expenditure, a lack of employee engagement has been directly linked to company performance. In this article, the authors present a laboratory experiment in which two gamification elements, goal setting and feedback, are implemented in a wearable warehouse management system (WMS) interface to examine their effect on user engagement and performance in an item picking task. Both implicit (neurophysiological) and explicit (self-reported) measures of engagement are used, allowing for a richer understanding of the user's perceived and physiological state.
Design/methodology/approach
This experiment uses a within-subject design. Two experimental factors, goals and feedback, are manipulated, leading to three conditions: no gamification condition, self-set goals and feedback and assigned goals and feedback. Twenty-one subjects participated (mean age = 24.2, SD = 2.2).
Findings
This article demonstrates that gamification can successfully increase employee engagement, at least in the short-term. The integration of self-set goals and feedback game elements has the greatest potential to generate long-term intrinsic motivation and meaningful engagement, leading to greater employee engagement and performance.
Originality/value
This article explores the underlying effects of gamification through two of the most prominent motivational theories (self-determination theory [SDT] and goal-setting theory) and one of the leading employee engagement models (job demands-resource model [JD-R[ model). This provides a theory-rich interpretation of the data, which allows to uncover the motivational pathways by which gamification affects engagement and performance.
Details
Keywords
Chloé Fortin-Bergeron, Olivier Doucet and Marc-Antonin Hennebert
The purpose of this paper is to analyze the different mediating processes by which authentic leadership and transformational leadership on the part of local union representatives…
Abstract
Purpose
The purpose of this paper is to analyze the different mediating processes by which authentic leadership and transformational leadership on the part of local union representatives influence members’ union citizenship behaviors (UCB) (i.e. UCBO and UCBI). Drawing from the social learning perspective, the authors suggest that authentic and transformational forms of leadership are associated with UCB through specific mechanisms i.e. member-representative value congruence and members’ collectivist orientation, respectively.
Design/methodology/approach
This research adopts a cross-sectional design. Structural equation modeling and bootstrap analysis were used to test the hypotheses among 343 members of a Canadian union federation representing professionals in the education sector.
Findings
The results show that the influence of authentic leadership on UCB is explained through value congruence and the influence of transformational leadership is principally exerted through members’ collectivist orientation.
Practical implications
By enhancing the understanding of the behavioral manifestations of local union leadership and its influential mechanisms, this research offers interesting avenues for union organizations that wish to develop and implement leadership training programs at the local level.
Originality/value
Only a handful of studies have investigated the relational antecedents of UCB, such as leadership. This research thus contributes to the UCB literature by extending the spectrum of examined local union leaders’ behaviors.
Details
Keywords
Dominik Jung, Marc Adam, Verena Dorner and Anuja Hariharan
Human lab experiments have become an established method in information systems research for investigating user behavior, perception and even neurophysiology. The purpose of this…
Abstract
Purpose
Human lab experiments have become an established method in information systems research for investigating user behavior, perception and even neurophysiology. The purpose of this paper is to facilitate experimental research by providing a practical guide on how to implement and conduct lab experiments in the freely available experimental platform Brownie.
Design/methodology/approach
Laying the groundwork of the tutorial, the paper first provides a brief overview of common design considerations for lab experiments and a generic session framework. Building on the use case of the widely used trust game, the paper then covers the different stages involved in running an experimental session and maps the conceptual elements of the study design to the implementation of the experimental software.
Findings
The paper generates findings on how computerized lab experiments can be designed and implemented. Furthermore, it maps out the design considerations an experimenter may take into account when implementing an experiment and organizing it along a session structure (e.g. participant instructions, individual and group interaction, state and trait questionnaires).
Originality/value
The paper reduces barriers for researchers to engage in experiment implementation and replication by providing a step-by-step tutorial for the design and implementation of human lab experiments.