Distracted walking is an ever-increasing problem. Studies have already shown that using a smartphone while walking impairs attention and increases the risk of accidents. This study seeks to determine if smartphone-addiction proneness magnifies the risks of using a smartphone while walking. In an experimental design, participants, while walking on a treadmill and engaged in a smartphone task, were required to switch tasks by responding to an external stimulus, i.e., determining the direction of movement of a point-light walker. Participants were chosen to cover a range of smartphone-addiction proneness. Four smartphone-use conditions were simulated: a control condition with no smartphone-use, an individual conversation condition, a gaming condition, and a group conversation condition. Our results show that using a smartphone while walking decreases accuracy and increases the number of missed stimuli. Moreover, participants with higher smartphone-addiction proneness scores were also prone to missing more stimuli, and this effect was found regardless of experimental condition. The effect of the smartphone task on accuracy and the number of missed stimuli was mediated by the emotional arousal caused by the smartphone task. Smartphone-addiction proneness was positively correlated with a declared frequency of smartphone use while walking. Furthermore, of all the smartphone tasks, the gaming condition was found to be the most distracting.
QU’EST-CE QUI FAIT QU’UN CLIENT S’ESTIME SATISFAIT OU PAS ? LES EXIGENCES ONT ÉVOLUÉ AU COURS DES DERNIÈRES ANNÉES ET LA PANDÉMIE A AUSSI ACCÉLÉRÉ CERTAINES TENDANCES. SYLVAIN SÉNÉCAL , PROFESSEUR TITULAIRE AU DÉPARTEMENT DE MARKETING, ET JACQUES NANTEL 1 , CHERCHEUR, AUTEUR ET PROFESSEUR ÉMÉRITE À HEC MONTRÉAL, FONT LE POINT.
The objective of this study was to investigate how counterproductive time spent on a website affects consumers' online task completion. Two hundred and twenty-eight consumers were asked to perform a task on determined websites. Verbal protocols and clickstream data were collected. The results of Study 1 showed that the time spent waiting for pages to download had no effect on task completion, but that the time lost on pages that were useless to the task at hand had a negative impact on consumers' task completion. Study 2 indicated that the downloading time related to pages that were useful to consumers had no effect on task completion, but downloading times related to pages that were useless had a significant impact on task completion. Managerial and theoretical implications are discussed.
Practitioners in many fields of human-computer interaction are now using physiological data to measure different aspects of user experience. The dynamic nature of physiological data offers a continuous window to the users and allows a better understanding of their experience while interacting with a system. However, in order to be truly informative, physiological signals need to be closely linked to users’ behaviors and interaction states. This paper presents an analysis method that provides a direct visual interpretation of users’ physiological signals when interacting with an interface. The proposed physiological heatmap tool uses eyetracking data along with physiological signals to identify regions where users are experiencing different emotional and cognitive states with a higher frequency. The method was evaluated in an experiment with 44 participants. Results show that physiological heatmaps are able to identify emotionally significant regions within an interface better than standard gaze heatmaps. Applications of the method to different fields of HCI research are also discussed.