Abstract
There are many platforms on the market that support researchers and practitioners to create surveys and market studies. Nevertheless, nearly all of them focus on providing answers to textual questions. In contrast to existing systems this paper presents the concept, prototype, and evaluation of a new mobile platform for quantitative research strictly focusing on images: the SciencOmat. This platform uses pictures to evaluate products, marketing content, and other elements based on their visual attractiveness. Particular emphasis was placed on a high level of usability and user experience. The system integrates methods known from popular online dating applications (e.g., liking/disliking a product by swiping left or right) and also applies gamification elements to further drive user motivation. Next to the application and its evaluation using the User Experience Questionnaire provided by Schrepp et al. we also present the results of two exemplary image data sets.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Cook, W.: Is mobile a reliable platform for survey taking? J. Advertising Res. 54, 143–148 (2014)
Tarute, A., Nikou, S., Gatautis, R.: Mobile application driven consumer engagement. Telematics Inform. 34(4), 145–156 (2017)
Robbins, C.: Mobilizing Market Research: The state-of-the-art, future evaluations and implications of mobile data collection methods in the field of market research. Greenbook (2011)
Buskirk, T., Andrus, C.: Smart surveys for smart phones: exploring various approaches for conducting online mobile surveys. Surv. Pract. 5, 5–7 (2012)
Lynn, P., Kaminska, O.: The impact of mobile phones on survey measurement error. Public Opin. Q. 77, 586–605 (2012)
Wells, T.: What market researchers should know about mobile surveys. Int. J. Mark. Res. 57(4), 521–532 (2015)
Trucano, M.: Using mobile phones in data collection: opportunities, issues and challenges (2017). http://blogs.worldbank.org/edutech/using-mobile-phones-data-collection-opportunities-issues-and-challenges
Nair, C., Adams, P.: Survey platform: a factor influencing online survey delivery and response rate. Qual. High. Educ. 15(3), 291–296 (2009)
Bosnjak, M., Batinic, B.: Understanding the willingness to participate in online surveys: the case of e-mail questionnaires. Online Soc. Sci. 81, 81–92 (2002)
Zicherman, G.: The first gamification summit rocked (2012). http://gamification.co/2011/01/24/the-first-gamification-summit-rocked/
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011)
Stieglitz, S.: Gamification – Vorgehen und Anwendung. HMD Praxis der Wirtschaftsinformatik 52(6), 816–825 (2015)
Gonzales-Schaller, P.: Trendthema Gamification: Was steckt hinter diesem Begriff? In: Diercks, J., Kupka, K. (eds.) Recrutainment. Spielerische Ansätze im Personalmarketing und –auswahl, pp. 33–51. Springer, Wiesbaden (2013)
Neeli, B.: A method to engage employees using gamification in BPO industry. In: 2012 Third International Conference on Services in Emerging Markets on Services in Emerging Markets (ICSEM), pp. 142–146. IEEE (2012)
Zagel, C., Bodendorf, F.: Gamification: Auswirkungen auf Usability, Datenqualität und Motivation. In: Koch, M., Butz, A., Schlichter, J. (eds.) Mensch und Computer 2014, Tagungsband, pp. 15–24, Oldenbourg Wissenschaftsverlag, München (2014)
Finkel, E.J., Eastwick, P.W., Karney, B.R., Reis, H.T., Sprecher, S.: Online dating: a critical analysis from the perspective of psychological science. Psychol. Sci. Public Interest 13(1), 3–66 (2012)
Valkenburg, P.M., Peter, J.: Who visits online dating sites? Exploring some characteristics of online daters. CyberPsychol. Behav. 10(6), 849–852 (2007)
Couch, D., Liamputtong, P.: Online dating and mating: the use of the internet to meet sexual partners. Qual. Health Res. 18(2), 268–279 (2008)
Brabham, D.C.: Crwodsourcing as a model for problem solving. J. Res. New Media Technol. 14(1), 75–90 (2008)
Howe, J.: The rise of crowdsourcing. Wired Mag. 14(6), 1–4 (2006)
Behrend, T.S., Sharek, D.J., Meade, A.W., Wiebe, E.N.: The viability of crowdsourcing for survey research. Behav. Res. Meth. 43(3), 800–813 (2011)
Harms, J., Biegler, S., Wimmer, C., Kappel, K., Grechenig, T.: Gamification of Online Surveys: Design Process, Case Study, and Evaluation. Human-Computer Interaction, pp. 219–236. Springer International Publishing (2015)
Laugwitz, B., Held, T., Schrepp, M.: Construction and evaluation of a user experience questionnaire. In: HCI and Usability for Education and Work, pp. 63–76. Springer, Heidelberg (2008)
Niels, A., Lesser, T., Krüger, T.: The impact of causal attributions on the user experience of error messages. In: Advances in the Human Side of Service Engineering, pp. 173–184. Springer International Publishing (2017)
Parkin, K.: Building 3D with Ikea (2014). http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/building_3d_with_ikea
Southern, A.: Real or rendered? How 3D imagery is changing the way you shop (2012). http://techonomy.com/2012/10/real-or-rendered-how-3d-imagery-is-changing-the-way-you-shop/
Zagel, C., Löffler, C.: Technisches Konzept zur Service Externalisierung virtueller Prototypen in der Modebranche. In: Schumann, M., Kolbe, L.M., Breitner, M.H., Frerichs, A. (eds.) Multikonferenz Wirtschaftsinformatik 2010, pp. 1265–1276. Universitätsverlag Göttingen (2010)
Zagel, C., Piazza, A.: Zur Wahrnehmung virtueller Produktbilder im Online Shopping. Mensch und Computer 2016 – Tagungsband (2016)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this paper
Cite this paper
Zagel, C., Piazza, A., Petrov, Y., Bodendorf, F. (2018). SciencOmat: A Gamified Research Platform for Evaluating Visual Attractiveness. In: Freund, L., Cellary, W. (eds) Advances in The Human Side of Service Engineering. AHFE 2017. Advances in Intelligent Systems and Computing, vol 601. Springer, Cham. https://doi.org/10.1007/978-3-319-60486-2_5
Download citation
DOI: https://doi.org/10.1007/978-3-319-60486-2_5
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-60485-5
Online ISBN: 978-3-319-60486-2
eBook Packages: EngineeringEngineering (R0)