2ND EDITION


Academic and Business Impacts of User Experience in web3

December 8, 2023

Introduction to the book:

Academic and Business Impacts of User Experience in web3

Jean-Éric Pelet
IAE d'Amiens, France

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Agenda

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Indexing Keywords:

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 |

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Abstract

“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.

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Objective of the Book

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.

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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.

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