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Behavioural aspects of on-line digital product consumption

Behavioural aspects of on-line digital product consumption. (RC/SVQ/2013/J.3/0012/NC). Working plan:. Task 1: Implementing an experimental design as computer software Task 2: Pilot the software in the lab to ensure functionality Task 3: Recruiting experimental subjects

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Behavioural aspects of on-line digital product consumption

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  1. Behavioural aspects of on-line digital product consumption (RC/SVQ/2013/J.3/0012/NC)

  2. Workingplan: • Task 1: Implementing an experimental design as computer software • Task 2: Pilot the software in the lab to ensure functionality • Task 3: Recruiting experimental subjects • Task 4: Execute the behavioral experiment • Task 5: Clean the data

  3. Task 1: Kick-off meeting • Understanding of the experimental design • Design of the experimental software • Programming of the experimental software (Deliverable D1) Task 2: Pilot the software • Running the pilot • Programming of the final version of the software and production of the instructions (Deliverable D1) Task 3: Recruiting experimental subjects • Sampling design • Recruiting of the participants Task 4: Execute the behavioral experiment • Running the experiments (Deliverable D2) (Deliverable D3)

  4. Presentation of ITPS • Background • Objectives

  5. PRESENTATION OF ERI-CES/LINEEX Lab's characteristics • LINEEX is one of the largest labs in the world. It is a permanent research facility of the ERI-CESof the University of Valencia fully dedicated to run economic experiments • 64 PCs arranged in an 8x8 matrix of independent cubicles • The size of the lab allows us to run sessions with a large number of subjects, reducing heavily the total number of sessions required • Running sessions is great, but running just a few sessions is even greater

  6. Technologies • Lab experiments We program in z-Tree, including images and multimedia elements. We also program in Java and C++. • Tablet 30 Motorola XOOM tablets with the latest Android Technology. This allow us to run sessions in places outside the lab, such as universities, cities or companies. • Web We have wide experience developing and running on-line experiments

  7. Instructions • Understanding: • Relation between Endowment, Prices and Experiencing time • Conditions: • When product info is displayed • Framing of functionality and interoperability info • The emotive component • Issues to discuss: • We provide all the content? • Variables of the dataset • Checkout/payment process • Third questionnaire

  8. Sessiondiagram

  9. Sessiondiagram

  10. Shopping simulation Terms and conditions page

  11. Page structure • Commontoallpages: • Header • Remaining virtual Euros • Logo • Company’sprocedence country • Sidebar • Categorymenu • Otherinfo blocks • Footer • Terms and conditions link • Address and contact • Specificpages: • Homepage • Split betweenmovies and games • Slideshow • Category page • A gridwiththecorrespondingproducts (and image and a briefdescription) • Product page • Transaciton page • Terms and conditions • Experience page

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