Introduction to the book:
Academic and Business Impacts of User Experience in web3
User Experience | Consumer Experience | Learner Experience | Mobile | Color | Fonts | Layout | Chatbot | Artificial Intelligence | Navigation | Social Media | Influencer | Live streaming Commerce | Blockchain | The Last Mile Delivery | Health and Wellness Technology | Sustainability and Eco-Friendly Design | Data Visualization | Voice User Interfaces (VUI) | Augmented and Virtual Reality (AR/VR) | Accessibility and Inclusivity | Privacy and Security | NFTs |
Top |“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.
The same remains in the delivery of the last mile for e-commerce purposed where customers expect more than before, especially after COVID-19. Indeed, the growth of e-commerce and the intensifying demand for speed drive the need for innovation in the design, management, and operation of urban logistics systems. The resultant innovations should also be sustainable and cost effective (Faugère et al., 2022; Risberg & Jafari, 2022). A scale has been established to help in that direction (Pelet et al., 2023)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). Sensorial marketing is even taught online, with a view on Metavers where professors and students could meet up to work together (Pelet, 2023a; Pelet & Canziani, 2023; Pelet, 2023b; Pelet & Terblanche, 2023). A variety of factors may affect traditional or online learning and educational achievements, thanks to the novelty brought up by Blockchain and NFTs. 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).
Given the growing concerns around data privacy and cybersecurity, this theme focuses on designing user experiences that prioritize the protection of user data and provide a secure environment. Ensuring that digital products and services are accessible to all, including individuals with disabilities, is an important theme. This includes considerations for users with visual, auditory, motor, and cognitive impairments. As AR and VR technologies become more prominent, this theme explores how these technologies can be integrated into user experiences, especially in gaming, education, and training. With the rise of voice-activated devices like smart speakers, VUI design is an important theme focusing on creating natural and effective voice interact ions. Effective representation and communication of data through charts, graphs, and interactive visualizations are essential, especially in data-driven applications and analytics. In an era of increasing environmental awareness, this theme involves designing digital products and services with a focus on reducing energy consumption and minimizing environmental impact. With the growth of health tech and wearables, this theme explores how technology can enhance health and wellness experiences, including fitness apps, telemedicine, and mental health support.
Top |This book 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. The onset of e-m-learning and e-m-commerce technologies, on screens from desktops and laptops to devices such as smartphones, tablets, notebooks, watches, or glasses, combined with other web3 technologies, have an impact on organizations and their relationships within/outside their boundaries. This impact plays in favor of social changes in our societies, progressively transforming human beings into ubiquitous human beings. This edited book intends to assess the impact of e-learning and e-commerce technologies on different organizations, such as higher education institutions, multinational corporations, health providers, business companies and others. It will also integrate multiple theoretical perspectives where they are needed and make industry specific comparisons of e-m-learning and e-m-commerce technologies and their practices.
Top |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.
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Faugère, L., Klibi, W., White, C., & Montreuil, B. (2022). Dynamic pooled capacity deployment for urban parcel logistics. European Journal of Operational Research, 303(2), 650‑667. https://doi.org/10.1016/j.ejor.2022.02.051
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 https://searchenginewatch.com/sew/study/2208496/72-of-consumers-want-mobilefriendly-sites-googleresearch.
Murphy M. and Costa C. (2018). ‘Digital scholarship, higher education and the future of the public intellectual’, Futures.
Pelet J.-É. (2023a), What makes Learning Management Systems of Online Wine Sensory Evaluation effective for the wine industry in China? A report based on 4 connected studies to provide possible answers, 14th Annual Academy of Wine Business Research Conference, Acadia University, Nova Scotia, Canada, July 11th – 14th
Pelet J.-É. Canziani, B. (2023), Wine Education via Online Learning Management Systems: Limitations and Possibilities of Wine Sensory Evaluation Instruction, 14th Annual Academy of Wine Business Research Conference, Acadia University, Nova Scotia, Canada, July 11th – 14th
Pelet J.-É. (2023b), Teaching wine tasting online: Insights from a Delphi study with wine experts, 14th Annual Academy of Wine Business Research Conference, Acadia University, Nova Scotia, Canada, July 11th – 14th
Pelet J.-É. and Terblanche, N. (2023), Replacing western fruits and vegetables on the WSET® scale with Asian equivalents: An appropriate approach to teach wine evaluation in China? 14th Annual Academy of Wine Business Research Conference, Acadia University, Nova Scotia, Canada, July 11th – 14th
Pelet, J.-É., Taieb, B. and Alkhudary, R. (2023). "Measuring consumer perceptions of home-delivery convenience – the case of cargo bikes", International Journal of Retail & Distribution Management, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/IJRDM-11-2022-0483
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
Risberg, A., & Jafari, H. (2022). Last mile practices in e-commerce : Framework development and empirical analysis of Swedish firms. International Journal of Retail & Distribution Management, 50(8/9), 942‑961. https://doi.org/10.1108/IJRDM-10-2021-0513
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
Researchers and practitioners are invited to submit on or before the Jan 26, 2024, a 2-3 page chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified by Mar 1, 2024 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by the May 10, 2024. 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 (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. For additional information regarding the publisher, please visit www.igi-global.com. This publication is anticipated to be released in 2025.
Top |- Deadline for proposal submission: Jan 26, 2024
- Notification of the selected proposals: Feb 23, 2024
- Submission of full chapters: May 10, 2024
- Revised chapters due: Sep 9, 2024
- Final acceptation: Sep 23, 2024
The editors’ welcome theoretical/conceptual papers as well as empirical research, including case studies. Prospective contributors are invited to submit a 2 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.
Top |For inquiries about this call for chapters, please email to any of the following editors: Jean-Eric Pelet (je.pelet@gmail.com).
Again, if you want to send a chapter, please start by fulfilling this sheet in order to facilitate our work:
fulfill the sheet please Inquiries and submissions can be forwarded electronically (Word document) or by mail to:
Dr. Jean-Eric PELET (IAE d’Amiens)
Department of Information Systems
FR-75020 – 33 Rue Laurence Savart
06 30 53 69 76
je.pelet@gmail.com