User Experience in Web 2.0 Technologies and its Impact on Universities and Businesses

September 19, 2019 pdf of this call for chapters
version pdf

A book edited by:

Dr. Jean-Eric PELET
ESCE International Business School
INSEEC U Research Center
Paris, France

Begin: October 2019 - End: June 2020

Details and Guidelines to Keep in Mind for Your Manuscript Submission: click here
Any question, please contact: jean-eric.pelet (a)


  • User Experience
  • Consumer Experience
  • Learner Experience
  • Mobile
  • Color
  • Fonts
  • Layout
  • Chatbot
  • Artificial Intelligence
  • Navigation
  • Social Media

Origin of the project

“A frustrating experience on a website hurts my opinion of the brand overall” says Miller (2012). The author adds that many customers of a brand are disappointed in the company itself if the mobile experience doesn’t meet their expectations. The mobile experience or “Mobile User Experience” (MUE) refers to the perception users have of a mobile product or service, such as an app, a social media or a website, for example an e-commerce website.

In parallel to the business, e-learning technologies are also affected by the interface and use of social media or artificial intelligence through the use of chatbots or other elements of the interface (Pelet, 2019). A variety of factors may affect traditional or online learning and educational achievements. These factors include learners’ motivations, the online or face-to-face interactions of learners with each other, opportunities for social learning (Somayeh & Pelet, 2019), learners behavior and mood, their psychological state (Liao, 2006), factors such as reputation of the course or institution (Switzer, Nagy and Mullins, 2005), ease of use of the apps or website , or competencies of the lecturer (Long, Ibrahim and Kowang, 2014). Online technologies are changing the way people communicate, learn, produce, and share knowledge (Murphy and Costa, 2018). Thus, the relevance of factors affecting learning achievement is also subject to change. As social media (SM) is all about creating and sharing information since it connects people at various level (Kaplan and Haenlein, 2010), it also plays in favor of increasing and decreasing factors that affect learning (Pelet and Zamani, 2020).

This perception mainly leans on the sense of sight. The principal variable among the viewable features of the Cascade Style Sheet (CSS) used to write formatting instructions (rules) for websites is color. Indeed, most of the information available on a website comes from what is viewable: in fact, 80% of the information processed by an Internet user’s brain results from sight (Mattelart, 1996), making color the main variable to consider in research on consumer behavior when using a handled device for shopping purposes. Bearing in mind that the background color is the first factor to become apparent when the download of a webpage is in progress (Gorn et al., 2004), thinking about colors to improve the MUE and leverage the benefits of companies is fundamental for the Return on Investment (ROI) of an organization. Nevertheless, attention given to the background color itself and the various parameters that summarize it (such as hue, brightness and saturation) is not sufficient to improve the customer experience. In order to answer this question, a recent research compares the design cues of a m-commerce website on its color contrast occurred between foreground and background. An experimental design was developed to investigate the effects of m-commerce website design on emotions and behavioral intention within the context of smartphone usage (Pelet & Taieb, 2018).

Objective of the Book

This book (160,000+ words, 15+ chapters) will aim to provide relevant theoretical frameworks and the latest empirical research findings in the area. It will be written for professionals and academics who want to improve their understanding of the strategic role of User Experience at different levels of the information and knowledge society, that is, e-commerce and e-learning at the level of the global economy, of networks and organizations, of teams and work groups, of information systems and, finally, e-learning and e-commerce at the level of individuals as actors in the networked environments.

Target Audience

The target audience of this book will be composed of professionals and researchers working in the field of marketing, information systems, IT-enabled change, ergonomics, cognitive psychology and change management in various disciplines, including library, information and communication sciences, administrative sciences and management, education, adult education, sociology, computer science, and information technology. Moreover, the book will provide insights and support executives concerned with the management of expertise, knowledge, information and organizational development in different types of work communities and environments.

Recommended topics include, but are not limited to, the following:

  • User Experience in E-Learning and web 2.0 technologies
  • Theory and Practice in Modern Ubiquitous Interfaces
  • Serious Game and Entertainment Technologies for learning
  • Web Based Communities and Social Media for commerce and learning
  • Interfaces and Human Computer Interaction for Learners
  • Interfaces and Human Computer Interaction for Consumers
  • Computer Graphics, Visualization, Computer Vision and Image Processing for Electronic devices


    Gorn G., Chattopadhyay A., Sengupta J. and Tripathi S. (2004). Waiting for the web : how screen color affects time perception, Journal of Marketing Research, XLI, May, 215-225.
    Kaplan A.M. and Haenlein M. (2010). ‘Users of the world, unite! The challenges and opportunities of Social Media’, Business horizons, pp. 59-68
    Liao L.F. (2006). ‘A flow theory perspective on learner motivation and behavior in distance education’, Distance Education, pp. 45-62
    Long, C.S., Ibrahim Z. and Kowang T.O. (2014). ‘An Analysis on the Relationship between Lecturers' Competencies and Students' Satisfaction’, International Education Studies, 2014, pp. 37-46
    Mattelart A. (1996). The Invention of Communication, London/Minneapolis, University Minnesota Press.
    Miller M. (2012). “72% of Consumers Want Mobile-Friendly Sites: Google Research”, published September 26, 2012, retrieved from the Internet July 17, 2016 at
    Murphy M. and Costa C. (2018). ‘Digital scholarship, higher education and the future of the public intellectual’, Futures.
    Pelet J.-É. (2019). Advanced Web Applications and Progressing E-Learning 2.0 Technologies in Higher Education, Editor: IGI Global (Février 2019)
    Pelet, J.-É., et Taieb B. (2018). Enhancing the Mobile User Experience through Colored Contrasts, Chapter 527 in Khosrow-Pour, M. (2018). Encyclopedia of Information Science and Technology, Fourth Edition (10 Volumes) (pp. 1-7500). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-2255-3
    Pretorius A.. (2010). ‘Factors that contribute towards improving learning effectiveness using a specific learning management system (LMS) at the Military Academy (MA) A demonstration’, Campus-Wide Information Systems, 2010, pp. 318-340
    Somayeh Z. & Pelet J.-É. (2019), L’apprentissage en ligne optimisé par les médias sociaux, AIM 2019, 3-5 juin 2019 Nantes (France).
    Switzer K.S., Nagy M.S., and Mullins M.E. (2005). ‘The influence of training reputation, managerial support, and self-efficacy on pre-training motivation and perceived training transfer’, Applied HRM Research, 2005, pp. 21-34

    Submission Procedure

    Researchers and practitioners are invited to submit on or before the 30th of October, a 2-3 pages chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified by November, the 3rd about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by February, the 28th. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.


    This book is scheduled to be published by IGI Global. For additional information regarding the publisher, please visit This publication is anticipated to be released in 2020.

    Time frame

    • Deadline for proposal submission: October 30th, 2019
    • Notification of the selected proposals: November 31th, 2020
    • Submission of full chapters: February 28th, 2020
    • Chapter Review Request: April 17th, 2020
    • Revised chapters due: May 29th, 2020
    • Final acceptation: July 3rd, 2020.


    For inquiries about this call for chapters, please email to any of the following editors: Jean-Eric Pelet (jean-eric.pelet @

    Paper submissions

    The editor welcomes theoretical/conceptual papers as well as empirical research, including case studies. Prospective contributors are invited to submit a 2-3 pages chapter proposal (including a title, an abstract, a tentative outline, and a short biography of the authors). Authors are invited to clearly explaining the purpose, scope and contents of their proposed chapters.

    All submitted chapters will go through a blind review process. Authors may be asked to act as reviewers on this project. Please indicate the topic of your chapter.

    Editorial Advisory Board Members

    Inquiries and submissions can be forwarded electronically (Word document) or by mail to:

    Dr. Jean-Eric PELET (ESCE Paris Business School)
    Department of Marketing and Information Systems
    FR-75020 – 33 Rue Laurence Savart - ESCE Paris Business School

    Tel.: +33630536976
    E-mail: jean-eric.pelet AT

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