Hinds Hall
Syracuse, NY 13244
United States
Syracuse University
distance learning, information systems analysis and design, Internet technologies
social commerce, research, social media
research framework, social commerce, social shopping, social networking
HCI, multidisciplinary, professional associations, special interest groups, publications
animation, information seeking, visual attention, visual interference, world wide web
Customer quality expectation, qualitative analysis, thematic analysis, Web site design, Web site domain, Web site quality, Web usability, Web user perception
Web site design; Web usability; User perception; Web site domains; Thematic analysis
Human-Computer Interaction (HCI), Human Factors in Information Systems (HFIS), user-computer interface, individual differences, cognition, affect, computer self-efficacy, technology acceptance, user resistance, IS/IT use, user perception, user attitude, user intention, user behavior, user product
Human-Computer Interaction; Management Information Systems; Website design; User acceptance of technology; E-service adoption; Flow
Flow theory; Flow antecedents; Computer-mediated environment (CME); Perceived ease of use (PEOU); Computer playfulness; Person–artefact–task (PAT) model; Affect
human-computer interaction (HCI), human factors, management information systems (MIS), model curriculum
Human–computer interaction (HCI); Human factors in information systems (HFIS); Literature analysis; Literature assessment; Research methods
Human-Computer Interaction (HCI), Human Factors in Information Systems (HFIS), scientific fields, intellectual development, literature assessment, subject topics, research methods, study contexts, individual characteristics, levels of analysis, contributing disciplines, IT and service, Management
flow, holistic experience with IT, computer-mediated environment, human-computer interaction
User technology acceptance; Conceptual research; Moderating factors; Research model
causal relationships, user technology acceptance, perceived enjoyment, Cohen’s path analysis
student evaluations, learning management systems (LMS), technology assisted learning, interaction, qualitative data analysis, longitudinal study
motivation, open source software (OSS), performance, task effort
open source software development, motivation, task effort, satisfaction of needs
empowerment, open-source software (OSS), software-development participation
e-commerce, framework development, historical analysis, social commerce, social shopping, survey research, Wayback Machine
scientific discipline, information field, iField, iSchools, intellectual heritage, Intellectual substance, I-Model
affect, emotion, mood, affective response, affective evaluation, affective quality, individual reactions toward ICT, theory, affective response model, ARM
information visualization, project scheduling, heuristic decision-making
Human-computer interaction, information seeking, visual attention, visual interference, animation, online advertising, experiment, multi-year study
Multimedia, User interfaces, Visual interference
Online shopping, consumer attitude, consumer behavior, Web, empirical study
Affect, emotion, perceived affective quality, perceived ease of use, perceived usefulness, behavioral intention, individuals’ reactions to technology
Systems Development Life Cycle (SDLC), Human-Computer Interaction (HCI), Human Factors in Information Systems (HFIS), Systems Development Methodology, User-Centered Design, Human-Centered Systems Development, Information Systems
Computer playfulness, perception of enjoyment, trait, technology adoption, empirical study, search engines
e-CRM, Internet-based advertising, traditional advertising, consumer perception, advertising value, attitude toward advertising, interactivity
Education, Management, Future managers, CIOs, CEOs
attitudes, attitude change, ICT acceptance, initial use, continued use, empirical study
Affective evaluation of IT, positive affect, negative affect, technology acceptance, longitudinal study
information quality, system quality, service quality, relationship quality, customer commitment, customer retention, online auction, sellers
Management perspective, strategic value, interdisciplinary, disciplinary advancement
open source software development, motivation, personality traits, task effort
E-commerce website evaluation, affective cues, perception of positive affective quality (PPAQ), perception of negative affective quality (PNAQ), attitude toward behavior, behavioral intention.
Affect, aesthetics, information and communication technology, theory.
Consumers, Perception, Attitude, Behaviour, Digital Advertisement
Social Commerce, Social Shopping, qualitative longitudinal study, Wayback Machine. Web 2.0, Social Media
Information artifacts, Web ads, Perceived affordances, Design
IT artifact, IS research, Track 20. General Topics
Human-Computer Interaction, Human-Centered Information Systems Development, Human-Machine Function Allocation, Price Decision Matrix (PDM), Analytic Hierarchy Process (AHP)
Affect, Emotion, Cognition, Information Systems, Personality Trait, Affective Reactions Toward Using IT, Cognitive Reactions Toward Using IT
Animation, Pop-Up, Information Seeking, Online Advertising, Visual Attention, Visual Interference, World Wide Web, Lab-Controlled Experiment
Human-Computer Interaction, MIS, Disciplinary Perspective, Computer Users, Design Theory, Fit, Belief and Behavior, Affect, Aesthetics, Socialization, Technology Acceptance Model (TAM), Computer-Human Interaction (CHI), Human Factors, Ergonomics, MIS History
Electronic commerce Customer Relationship Management (e-CRM), online shopping, Internet shopping, consumer belief, affective reaction, consumer attitude, consumer intention, consumer behavior, satisfaction, empirical study
WWW, Electronic Commerce, Collaboration, Culture and Globalization, Training and Learning, User-Centered System Development, Health Informatics, Research Methodology
human-computer interaction, disciplinary perspective, computer users, design theory, fit, belief and behavior, affect, aesthetics, socialization, technology acceptance model (TAM), computer-human interaction (CHI), human factors, ergonomics
IT Artifact, IS Discipline, ICIS 2009, Content Analysis
Motivation, motive, intent, behavioral intention, goals, theory, social ICTs, IT adoption, IT use
Web, Website, Nuisance, Annoyance, Irritation, Emotion, Coping
Mobile Computing Technology, Post-Adoption, Technology Continuance, IT/IS Continuance