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MANOVA for the manipulations targeted at clarity, informativeness, and credibility (N = 567).

MANOVA for the manipulations targeted at clarity, informativeness, and credibility (N = 567).

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Content is of primary importance in the World Wide Web. In particular, subjective perceptions of content are known to influence a variety of user evaluations, thereby altering attitudes and behavioral outcomes. Thus, it is essential that individually experienced facets of content can be adequately assessed. In a series of seven studies, we create,...

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... can be seen in Figure 8, all of the three different manipulations have significant multivariate main-effects and interactions on the Web-CLIC. The manipulations of credibility and informativeness revealed large effects, while the manipulation of clarity only led to a medium-effect (following the classification by Cohen, 1988). ...

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... In many cases, questionnaires are used to measure the user experience of products or services because UX questionnaires are easy to use, and a common quantitative way to measure user experience [2]. There are various UX questionnaires, such as meCUE [3], SUPR-Q [4], UEQ [5], [6], VisAWI [7], and Web-CLIC [8]. One goal of using a UX questionnaire is the idea of getting a better understanding of the own product or service and making appropriate improvements. ...
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... Scholars studied the interplay of these three antecedents of trustworthiness [64,82,83]. Pengnate and Sarathy drew from Norman's emotional design framework and found that visual appeal is important to create initial trust signals for a website's rst impression [61,64]. ...
... Thielsch et al. go beyond rst impressions and study determinants making users revisit and recommend a website. For complex decisions involving higher cognitive processes the importance of content design increases, whereas aesthetics have a lower level of importance [82,83]. Stanford et al. studied the dierence between consumers and experts. ...
... Their ndings state that content design has the highest impact on willingness to donate. These results are in line with ndings of Thielsch et al. arguing that content design increases in importance when donating one's own money compared to someone else's, as higher cognitive processes are being activated [83]. These ndings explain why choosing the right type of content becomes increasingly important for charitable organizations to improve trustworthiness of their projects. ...
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Thesis
Context. Agile methods are increasingly being used by companies, to develop digital products and services faster and more effectively. Today's users not only demand products that are easy to use, but also products with a high User Experience (UX). Agile methods themselves do not directly support the development of products with a good user experience. In combination with UX activities, it is potentially possible to develop a good UX. Objective. The objective of this PhD thesis is to develop a UX Lifecycle, to manage the user experience in the context of Agile methods. With this UX Lifecycle, Agile teams can manage the UX of their product, in a targeted way. Method. We developed the UX Lifecycle step by step, according to the Design Science Research Methodology. First, we conducted a Structured Literature Review (SLR) to determine the state of the art of UX management. The result of the SLR concludes in a GAP analysis. On this basis, we derived requirements for UX management. These requirements were then implemented in the UX Lifecycle. In developing the UX Lifecycle, we developed additional methods (UX Poker, UEQ KPI, and IPA), to be used when deploying the UX Lifecycle. Each of these methods has been validated in studies, with a total of 497 respondents from three countries (Germany, England, and Spain). Finally, we validated the UX Lifecycle, as a whole, with a Delphi study, with a total of 24 international experts from four countries (Germany, Argentina, Spain, and Poland). Results. The iterative UX Lifecycle (Figure 1) consists of five steps: Initial Step 0 ‘Preparation’, Step 1 ‘UX Poker’ (before development/Estimated UX), Step 2 ‘Evaluate Prototype’ (during development/Probable UX), Step 3 ‘Evaluate Product Increment’ (after development/Implemented UX), and a subsequent Step 4 ‘UX Retrospective’. With its five steps, the UX Lifecycle provides the structure for continuously measuring and evaluating the UX, in the various phases. This makes it possible to develop the UX in a targeted manner, and to check it permanently. In addition, we have developed the UX Poker method. With this method, the User Experience can be determined by the Agile team, in the early phases of development. The evaluation study of UX Poker has indicated that UX Poker can be used to estimate the UX for user stories. In addition, UX Poker inspires a discussion about UX, that results in a common understanding of the UX of the product. To interpret the results from the evaluation of a prototype and product increment, we developed or derived the User Experience Questionnaire KPI and Importance-Performance Analysis. In a first study, we were able to successfully apply the two methods and, in combination with established UEQ methods, derive recommendations for action, regarding the improvement of the UX. This would not have been possible without their use. The results of the Delphi study, to validate the UX Lifecycle, reached consensus after two rounds. The results of the evaluation and the comments lead to the conclusion, that the UX Lifecycle has a sufficiently positive effect on UX management. Conclusion. The goal-oriented focus on UX factors and their improvement, as propagated in the UX Lifecycle, are a good way of implementing UX management in a goal-oriented manner. By comparing the results from UX Poker, the evaluation of the prototype, and product increment, the Agile team can learn more about developing a better UX, within a UX retrospective. The UX Lifecycle will have a positive effect on UX management. The use of individual components of the UX Lifecycle, such as UX Poker or Importance-Performance Analysis, already helps an Agile team to improve the user experience. But only in combination with the UX Lifecycle and the individual methods and approaches presented in this PhD thesis, is a management of the user experience in a targeted manner possible, in our view. This was the initial idea of this PhD thesis, which we are convinced we could implement.
... Other future research avenues involve determining the optimum number of topical interests in a given period. This could be the point where the change in the period is minimized, or the reaction by the audience segments to the content presented (Thielsch & Hirschfeld, 2019) is minimal. This also highlights a probable limitation in this research; we might overestimate topic change by restricting our focus to just three topics. ...
Article
Personified big data and rapidly developing data science techniques enable previously unforeseen methodological developments for longitudinal analysis of online audiences. Applying data-driven persona generation on online customer statistics from a real organizational social media channel, we demonstrate how personas can be deployed to understand online customer patterns over time. We conduct 32 monthly rounds of data collection of customer demographics and content consumption patterns on the YouTube channel of a major publishing organization posting thousands of items of content and then algorithmically generate 15 personas monthly. We analyze the data-driven persona for changes monthly, yearly, and lifetime (period). Results show an average 40% change in the personas, and 78% of the personas experience more change than consistency for topic interests. The implications are that organizations frequently publishing online content should employ automatic data collection and periodic persona creation to ensure their customer understanding is current. For this, algorithmic data-driven systems that leverage methods for persona creation are recommended.