Pierre-Majorique Léger

Pierre-Majorique Léger
HEC Montréal - École des Hautes Études commerciales | HEC Montreal · Department of Information Technologies

Ph.D.

About

343
Publications
106,182
Reads
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2,503
Citations
Additional affiliations
January 2012 - present
HEC Montréal - École des Hautes Études commerciales
Position
  • Co-director
Description
  • tech3lab.hec.ca
January 2005 - present
HEC Montréal - École des Hautes Études commerciales
Position
  • Managing Director
January 2002 - present
HEC Montréal - École des Hautes Études commerciales
Position
  • Professor (Full)
Education
September 1999 - January 2003
Polytechnique Montréal
Field of study
  • Technology Management

Publications

Publications (343)
Article
Full-text available
In a recent theoretical synthesis on the concept of engagement, Fredricks, Blumenfeld and Paris1 defined engagement by its multiple dimensions: behavioral, emotional and cognitive. They observed that individual types of engagement had not been studied in conjunction, and little information was available about interactions or synergy between the dim...
Article
Full-text available
The treadmill desk is a new human–computer interaction (HCI) setup intended to reduce the time workers spend sitting. As most workers will not choose to spend their entire workday walking, this study investigated the short-term delayed effect of treadmill desk usage. An experiment was conducted in which participants either sat or walked while they...
Article
Full-text available
Léger, P.-M., Sénécal, S., Courtemanche, F., Ortiz de Guinea, A., Titah, R., Fredette, M., Labonté-Lemoyne, É. (Forthcoming) “Precision is in the Eye of the Beholder: Application of Eye Fixation-Related Potentials to Information Systems Research”, Journal of the Association for Information Systems, Special Issue on Methods, Tools, and Measurement i...
Article
Various aspects of intrinsic motivation have long been theorized as key determinants of learning achievement. The present research seeks deeper insights into these intrinsically motivating mechanisms by investigating neurophysiological correlates of cognitive absorption in the context of enactive learning, specifically simulation-based training on...
Article
Full-text available
Behavioral beliefs – perceived usefulness and perceived ease of use – have been identified as the most influential antecedents of individuals’ information systems use intentions and behaviors within the technology acceptance model. However, little research has been aimed at investigating the implicit (automatic or unconscious) determinants of such...
Article
With the emergent focus on human-centered artificial intelligence (HCAI), research is required to understand the humanistic aspects of AI design, identify the mechanisms through which user concerns may be alleviated, thereby positively influencing AI adoption. To fill this void, we introduce “Situation Awareness” (SA) as a conceptual framework for...
Article
Full-text available
Discontinuance of information systems (IS) is a common phenomenon. It is thus critical to understand the decision process and psychophysiological mechanisms that underlie the intention and corresponding behaviors to discontinue IS use, particularly within the digital financial technology usage context, where continuance rates remain low despite inc...
Chapter
Due to lack of in-person social interactions and stressful conditions resulting from schools’ closures, major lockdowns, and other restrictions imposed for preventing the further spread of COVID-19, there has been a great concern regarding adolescents’ mental well-being and their access to mental health resources. Now, e-mental health resources tha...
Chapter
Due to the pandemic-induced mobility restrictions, time spent in front of a device, videoconferencing, and, in particular, e-learning increased significantly. Zoom and other video conferencing applications will continue to be part of our everyday life as organizations decide to continue to work remotely in the years to come. Multitasking has been l...
Article
Full-text available
Explainable artificial intelligence aims to bring transparency to artificial intelligence (AI) systems by translating, simplifying, and visualizing its decisions. While society remains skeptical about AI systems, studies show that transparent and explainable AI systems can help improve the Human-AI trust relationship. This manuscript presents two s...
Article
Full-text available
The rapid rise of voice user interface technology has changed the way users traditionally interact with interfaces, as tasks requiring gestural or visual attention are swapped by vocal commands. This shift has equally affected designers, required to disregard common digital interface guidelines in order to adapt to non-visual user interaction (No-U...
Article
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Arguably, automation is fast transforming many enterprise business processes, transforming operational jobs into monitoring tasks. Consequently, the ability to sustain attention during extended periods of monitoring is becoming a critical skill. This manuscript presents a Brain-Computer Interface (BCI) prototype which seeks to combat decrements in...
Preprint
Full-text available
We report on a pilot study investigating the influence of financial stress and technostress on users' responses towards digital financial transactions. We developed a two-factor within-subject design, where techno-unreliability as variable system response time under time pressure and perceived financial loss were manipulated in a 3x2 design. We col...
Chapter
There is a need to train newcomers to NeuroIS on neuroscientific tools and methodologies. Due to the pandemic, existing syllabi required adaptation to enable remote training. In this paper, we present a syllabus aimed at providing hands-on distance learning and EEG training. The proposed syllabus was pretested during a Ph.D. course on Neuroscience...
Chapter
Full-text available
The development of assistive technologies and guidelines for their accessibility is impeded by the limited access to disabled participants. As a consequence, performing disability simulations on able bodied participants is a common practice in usability evaluation of assistive technologies. However, still little is known about how disability simula...
Chapter
Haptic technologies are widely used in multimedia entertainment to psychophysiologically enhance user experience. Psychometric-based research regarding vibrokinetic stimulation during multimedia viewing supports this notion. However, scant neurophysiological evidence exists to verify this effect. Using a between groups design with source-localized...
Chapter
Full-text available
From a user’s perspective, this pilot study investigates the contributors and irritants related to the media content format used by chatbots to assist users in an online setting. In this study, we use automated facial expression analysis (AFEA), which analyses users’ facial expressions and captures the valence of their lived experience. A questionn...
Chapter
Measuring emotional responses from users when they interact with a technological artefact is an important aspect of human-computer interaction (HCI) research. People, however, tend to react in an individualized manner to emotional stimuli, thus it is important to compare each user to a personalized baseline. We present, in this paper, the developme...
Chapter
Explainable Artificial Intelligence (XAI) aims to bring transparency to AI systems by translating, simplifying, and visualizing its decisions. While society remains skeptical about AI systems, studies show that transparent and explainable AI systems result in improved confidence between humans and AI. We present preliminary results from a study des...
Article
Full-text available
Information system (IS) gamification has been successful in many contexts. Yet, research has shown gamification’s success to vary between individuals. In this paper, we compare personalized versus non-personalized gamification in a warehouse management setting. We devised a 26-participant within-subject experiment in which we programmed goal settin...
Article
Although a growing number of studies indicate that simple strategies, intuitions, or cogni-tive shortcuts called heuristics can persistently interfere with scientific reasoning in physics and chemistry, the persistence of heuristics related to learning biology is less known. In this study, we investigate the persistence of the "moving things are al...
Preprint
Full-text available
This paper reports the findings of a Systematic Literature Review of extant literature on Recommender Systems (RS) and message design. By identifying , analyzing and synthesizing relevant studies, we aim to generate a contemporary mapping of studies related to user-RS interaction, extend the body of knowledge regarding effective recommendation mess...
Preprint
Full-text available
User experience (UX) research has been critically impacted by the recent COVID-19 pandemic and the sanitary restrictions put in place. Observational or perceptual studies can be adapted remotely with participants using their own computer and internet access. However, studies based on the unconscious and automatic physiological states of participant...
Chapter
With the increase in adoption of mobile electronic devices such as smartphones, it becomes more and more important to address the risks associated with their use. As such, this research paper addresses the behavior and habit formation of mobile multitasking, i.e., the use of a mobile IT device while performing a motor task such as walking, and its...
Chapter
Full-text available
User experience (UX) research has been critically impacted by the recent COVID-19 pandemic and the sanitary restrictions put in place. Observational or perceptual studies can be adapted remotely with participants using their own computer and internet access. However, studies based on the unconscious and automatic physiological states of participant...
Chapter
Full-text available
In the mobile banking context, the decision to discontinue using a certain service has received sparse attention. Previous research has identified this behavior as one potential coping strategy to avoid stressful situations related to the use of technology. Considering that forms of stress are multidimensional, complex, and situational, this resear...
Chapter
Remote electroencephalography (EEG) studies offers the exciting opportunity to gather data within a participants’ home environment. However, remote EEG data collection trades some internal validity for ecological validity. When interacting with interfaces or other artifacts in remote settings, neurophysiological responses and behaviour may display...
Chapter
Full-text available
This paper reports the findings of a Systematic Literature Review of extant literature on Recommender Systems (RS) and message design. By identifying, analyzing and synthesizing relevant studies, we aim to generate a contemporary mapping of studies related to user-RS interaction, extend the body of knowledge regarding effective recommendation messa...
Chapter
Full-text available
Because of the COVID-19 pandemic, telework policies have required many user experience (UX) labs to restrict their research activities to remote user testing. Automatic Facial Expression Analysis (AFEA) is an accessible psychophysiological measurement that can be easily implemented in remote user tests. However, to date, the literature on Human Com...
Article
Full-text available
This paper aims to explore the impact of a collective immersion on learners’ engagement and performance. Building on Bandura’s social learning theory and the theory on the sense of presence, we hypothesise that collective immersion has a positive impact on performance as well as cognitive, emotional and behavioural engagement. Ninety-three particip...
Article
The use of smartwatches raises a number of questions about their potential for distraction in situations where sustained attention is paramount, like driving a motor vehicle. Our research examines distraction caused by smartwatch use in comparison to mobile phone use while driving. It also studies the difference in distractions caused by inbound te...
Article
Full-text available
Millions of students follow online classes which are delivered in video format. Several studies examine the impact of these video formats on engagement and learning using explicit measures and outline the need to also investigate the implicit cognitive and emotional states of online learners. Our study compared two video formats in terms of engagem...
Article
This study aims to explore the effects of the segmentation of video tutorials on the implicit and explicit experience of the users in the hands-on training tasks. A laboratory experiment was conducted in the context of user training. Participants (n = 20) were randomly assigned to one of two experimental conditions: with segmented or non-segmented...
Book
This book presents the proceedings of the NeuroIS Retreat 2021, June 1-3, virtual conference, reporting on topics at the intersection of information systems (IS) research, neurophysiology and the brain sciences. Readers will discover the latest findings from top scholars in the field of NeuroIS, which offer detailed insights on the neurobiology und...
Conference Paper
Full-text available
The gamification of information systems has seen success in a variety of contexts. However, research has shown that the degree to which gamification is successful varies between individuals. The current paper evaluates the effectiveness of personalized gamification in a warehouse management context. Additionally, this paper explores why personalize...
Conference Paper
Full-text available
Technostress, defined as the “as stress that individuals experience due to their use of information systems (IS)” (Tarafdar, Cooper and Stich, 2019:2), investigates how and why IS use causes various demands on individuals. Research showed that while the experience of technostress can stimulate positive outcomes, it can also significantly harm users...
Article
Full-text available
As gaming spectatorship has become a worldwide phenomenon, keeping the spectator in mind while designing games is becoming more important. Here, we explore the factors that influence spectators’ engagement. Through the use of GRiD Crowd, a game akin to life-size Pong, different levels of spectator influence on the game were tested and their impact...
Article
Full-text available
As the world adapts to COVID-19, the transport behaviour of commuters has been greatly modified. Governments and transit authorities will need strong, well-received mitigation measures and education campaigns to maintain the historically upward trend of sustainable mass transit usage following this pandemic. This study, from a survey of 1968 Canadi...
Book
This book presents the proceedings of the virtual conference NeuroIS Retreat 2020, June 2–4, hosted in Austria, reporting on topics at the intersection of information systems (IS) research, neurophysiology and the brain sciences. Readers will discover the latest findings from top scholars in the field of NeuroIS, which offer detailed insights on th...
Chapter
Full-text available
The research presented in this manuscript assesses the impact of the introduction of a mobile phone distraction feature included in a car insurer telematics mobile application. We analyze car drivers’ behaviours and cognitive states using EEG and vehicular telemetry during a simulated driving task. Two groups of qualified drivers were compared: one...
Chapter
This study investigates the impact of adapting Audit Management Information System (AMIS) user interface using nudges on the attentional behavior of auditors during the identification and diagnosis of audit evidence indicative of aggressive financial reporting. Specifically, in this preliminary phase of our multi-step research project, we investiga...
Chapter
The proliferation of technologies has made information ubiquitously available to individuals who rely on it to make decisions or conduct transactions. We focus on how and why valence of information may elicit mixed reactions among individuals and potentially influence their decision-making process. Prior research in IS has primarily focused on posi...
Chapter
As technology evolves, studies of user emotion in naturalistic settings in an utetherd manner becomes more and more necessary. To achieve this goal, we present a proposed architecture for synchronized automatic facial emotion recognition and physiological recording in a mobile environment in an IS context. We describe a pilot study using this infra...
Chapter
Full-text available
The current paper reports on the results of a pilot study to explore the impact of message design on users’ likelihood to accept system-generated recommendations as well as their intention to use the recommendation system (RS). We aim to extend the RS literature, which has hitherto focused on system design elements, but has generally overlooked the...
Article
While past research has extensively investigated how a specific product attracts attention, little is known about how the display of other products in the same visual field affects the consumer's attention. Drawing from the Biased Competition Model and the Gestalt Principles, the current research seeks to examine the effect of distracting products'...
Chapter
The phenomenon of multiple users interacting together with a single shared system interface to perform a task (i.e., a multiuser human-computer interaction) is under-investigated in the Human-Computer Interaction (HCI) literature, yet it shows promising avenues for research. For example, little is known about cross-level influences driving collabor...
Chapter
Building upon the conceptualization of affordances, this article leverages the theoretical framework of task-technology fit in e-commerce to explore the consequences of alignment and misalignment of technology’s affordances and user’s intended goals. More specifically, the objective of this article is to investigate the effect of the alignment betw...
Chapter
As the use of technological products in complex user journeys has increased, both the physical and digital worlds need to be considered in measuring the customer’s experience. Hence, measuring the customer experience requires to embody multiple sets of non-linear interactions. The uniqueness of the user’s physical experience and the ecological vali...
Chapter
Full-text available
Hedonic videos are often accompanied by instrumental text/subtitles. However, the neurophysiological effects of task-switching between instrumental text processing and audiovisual processing during hedonic video watching remains unexplored. We investigated these effects using changes in pupil diameter and theta-band spectral power as indices of cog...
Article
Background: Sedentariness has been shown to increase energy intake and is associated with increased obesity prevalence. Active workstations are used to implement physical activity interventions in workplaces, but it is unclear if they can lead to reductions in body weight. This study aims to observe the acute impact of a standing desk on energy in...
Chapter
The present study advances a new conceptual framework explaining and predicting individual resistance to information systems (IS). IS Resistance depends on how individual users perceive the implementation process, its outcome and their relationship with the managers and implementers of the system. We draw on the justice literature to conceptualize...
Article
Full-text available
NeuroIS is a field in Information Systems (IS) that makes use of neuroscience and neurophysiological tools and knowledge to better understand the development, adoption, and impact of information and communication technologies. The fact that NeuroIS now exists for more than a decade motivated us to comprehensively review the academic literature. Inv...
Article
Objective We conducted a systematic review of peer-reviewed articles aimed at the evaluation of certified flight instructors’ (CFI) performance in a training context and a scoping review of potential research avenues given the previously identified gaps. Background As the demand for pilots will continue to grow significantly in the coming decades,...
Article
Full-text available
Objective: High-fidelity vibrokinetic (HFVK) technology is widely used to enhance the immersiveness of audiovisual (AV) entertainment experiences. However, despite evidence that HFVK technology does subjectively enhance AV immersion, the underlying mechanism has not been clarified. Neurophysiological studies could provide important evidence to ill...
Article
Full-text available
Design is about understanding the system and its users. Although User Experience (UX) research methodologies aim to explain the benefits of a holistic measurement approach including explicit (e.g., self-reported) and implicit (e.g., automatic and unconscious biophysiological reactions) data to better understand the global user experience, most of t...
Article
Full-text available
The purpose of video game tutorials is to help players easily understand new game mechanics and thereby facilitate chances of early engagement with the main contents of one’s game. The mobile game market (i.e., phones and tablets) faces important retention issues caused by a high number of players who abandon games permanently within 24 h of downlo...
Chapter
Full-text available
The present paper explores how attention and emotions influence the effectiveness of banner ads. Participants performed a goal-oriented search on a website which had banner ads displaying indulgent food products (i.e., chocolate). Eye movements and facial expressions were recorded. Attention was measured by total fixation duration. Emotional valenc...
Chapter
Voice-controlled intelligent assistants use a conversational user interface (CUI), a system that relies on natural language processing and artificial intelligence to have verbal interactions with end-users. In this research, we propose a multi-method approach to assess user experience with a smart voice assistant through triangulation of psychometr...
Chapter
Full-text available
In this article, we propose a visualization approach that presents the user’s cognitive and emotional states in conjunction with the actual journey of the user on a web interface. Specifically, we have designed a new visualization method which contextualizes the user’s physiological and behavioral data while interacting with a web-based information...
Article
Full-text available
Gaze convergence of multiuser eye movements during simultaneous collaborative use of a shared system interface has been proposed as an important albeit sparsely explored construct in human-computer interaction literature. Here, we propose a novel index for measuring the gaze convergence of user dyads and address its validity through two consecutive...