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Experimental Research Proposal Research Question Delivering a user-friendly experience has become an important strategy in information technology development. Designers and developers make every effort to achieve customer satisfaction physically, cognitively and affectively. The relationship between users and system design factors are researched. Some of the previous studies examined in a key-driver analysis way (Shim, Shin, & Nottingham, 2002), which only shows the determinants and their direct relationship symmetrically and linearly. This means the impact of positive and negative factors are equal to users. However, recent research finds that the relationship is more complex than originally proposed (Aderson & Sullivan, 1993). The impact may not be equal to users. This theory is actually not a new one in some other fields. Psychologists have already proved that one unit of loss outweighs a corresponding unit of gain (Baumeister, Bratslavsky, Finkenauer, & Vohs, 2001). Negative performance has a greater impact than positive performance. For example, people react more to bad events than to good events; bad characteristics exert more influence over the human relationship than good characteristics. Such effect has already been explored in Information Science area, too. There are already some pioneers proving the positive-negative asymmetry effect in the IS related fields, such as cognition, website attributes, etc. However, few studies in affect have examined the positive-negative asymmetry effect. Affect is considered to be an important factor in information system design, but it is still understudied compared to other human computer interaction concerns. Until recent years, its significant impact has been further explored by several studies in IS domain. And more and more system vendors begin to pay attention to the role of affect factors in information technology development. As the positive-negative asymmetry effect is proven to be existing in many other areas related to information science, positive and negative affect is conceived to be asymmetrical, too. The purpose of this paper is to review the previous literature in both psychology and information science that is about the positive-negative asymmetry effect and then reach to hypothesis that the effect of negative affect and positive affect, generated during use, is asymmetrical in user satisfaction of information system. The change in affect will be mainly caused by the affective qualities of information system because this is more controllable to information system vendors. Since there is no empirical study about the asymmetric effect of affect in system usage, we hope to support the hypothesis through an empirical approach. Literature Review Previous literature in psychology has explored the asymmetric effect in a broad range of phenomena. Research across domains of impression formation, emotion, learning, memory, satisfaction, feedback, constantly found that psychological effects of bad ones outweigh those of the good ones (Baumeister, Bratslavsky, Finkenauer, & Vohs, 2001) and a general negativity bias of human judgment and behaviors (Rozin & Royzman, 2001). Baumeister et al (Baumeister, Bratslavsky, Finkenauer, & Vohs, 2001) defined good as “desirable, beneficial, or pleasant outcomes”, and defined bas as the opposite. They reviewed prior literature across areas in which “bad is stronger than good” are recognized and those that are not linked yet to reach a conclusion that negatively valenced things will create “stronger, more consistent, more lasting” effects than positively valenced things. Positive-negative asymmetry effect: Psychologists suggest that one unit of loss is outweighing a corresponding unit of gain (Colgate & Danaher, 2000). In some circumstances, negative attributes perform a stronger impact than an equivalent unit of positive attributes. Thus we assume such attributes have an asymmetric relationship with the stuff being impacted. The reasons of the asymmetrical effect have been studies for years. Baumeister et al explain from an evolutionary perspective that because organisms that were better adaptive to bad things in the history of evolution would have been more likely to survive dangers and threats and increased the possibility to pass along their genes, generally human are psychologically designed to respond more to bad than to good. Those who ignore bad events may be more likely to end up maimed or dead. On the other hand, human and animals show high awareness of negative events because these events prompt a need for change on self and lessons learned from these bad events remain more permanently to ensure that they won’t happen repeatedly. Meanwhile, since people are always motivated to searching for better results, so they spend more efforts to reduce the chance of bad events. Another explanation is the prospect theory by Kahneman and Tversky. The theory includes an argument from an economic behavior perspective that the hurt people experience in losing a sum of money is greater than the pleasure in gaining the same amount. Based on the nonlinear value function, the value function for losses is steeper than gains and is concave for gains and convex for losses. So losses loom larger than gains. In addition, studies on psychophysiology also demonstrate that response in the brain is more powerful to negative information than positive. Related Findings in Other Fields: In everyday event, people react more strongly to bad events than good as bad events generate more emotion and effects on reactions. In marketing, negative disconfirmation has a stronger impact on customer satisfaction than positive disconfirmation (Aderson & Sullivan, 1993). In learning, our brains respond more strongly to bad than good things. Punishment is relatively more effective than reward across all levels of learning (Penney & Lupton, 1961). In impression formation, bad information about a person or a new acquaintance carries more weight on forming impression than good information (Ikegami, 1993). For example, negative trait shows a greater impact in decision speed; bad behaviors create a powerful effect on people’s overall judgment while good ones do slightly; words with negative emotion impact significantly on impressions rating. In feedback, bad feedbacks are more potent than good ones (Coleman, Jussim, & Abraham, 1987). For example, people are more concerned about avoiding bad feedback than about enhance good feedback, which indicates a greater motivational power of bad feedbacks. So this is suggested that bad feedbacks produce stronger motivations for people to protect themselves against bad outcomes. Also people regard bad feedback as more indicative and more accurate for evaluation. Generally, the principle that bad is stronger than good is consistently supported across a wide range of phenomena, based on the past research conducted in different areas. IS Related Findings Besides psychology and other social science studies on positive-negative asymmetry effect, enough attention is also paid to the IS area. Prior literature shows that the theory bad is stronger than good is also applied to some IS topics. For instance, Cheung and Lee (Cheung & Lee, 2004) believe that negative website performance will prompt a greater impact on overall user satisfaction than positive one. There is an asymmetric effect in the link between customer perception and website attributes performance. Attributes like reliability and usefulness have more significant impact on customer satisfaction when they show a negative performance. This has been proved through an online survey with a total of 515 participants involved in using an e-portal. In Cheung and Lee’s later research (Cheung & Lee, 2009), they additionally suggest that customer satisfaction appears to display diminishing sensitivity to information quality when facing the negative perceived website performance. This means that though negative performance of websites quality shows a greater impact on customer satisfaction than positive one, customers feel less influenced as the negative performance is increasing. Suppose there is an extreme point of the bad website performance, user satisfaction will no longer be affected by it at this point. So these findings imply that website designers should pay attention to improvement of bad performance of website reliability and usefulness. Although other factors are working well, if website reliability and usefulness fail to perform, they will lose customers. Yin et al (Yin, Bond, & Zhang, 2010) propose that bad reviews and good reviews are not created equally in the formation of inline consumer trust. Negative reviews have a stronger impact than positive reviews on online consumer trust formation and decisionmaking processes. Furthermore, while consumers are supposed to exhibit a negativity bias generally, its magnitude depends on the dimension of seller behavior involved. For example, compared to seller’s competence, reviews about seller’s integrity involve stronger bad-is-stronger-than-good effect in consumer’s trust and intention to purchase. This may suggest that sellers can lose even more online consumers if there are more bad reviews about their integrity than about their competence. So perhaps sellers are encouraged to pay more attention to the improvement of their overall integrity. In a study of the relationship between emotion and technology usage, based on a test of Technology Acceptance Model, Cenfetelli (Cenfetelli, 2004) concludes that emotion is regarded as a significant antecedent to people’s behavior of technology. Moreover, negative emotion has a significantly stronger influence on beliefs and ultimate intentions. Impact of feelings like frustration and annoyance toward information system is stronger on actual usage than feelings like enjoyment and happiness. So for information system designers, they may need to focus on avoiding the factors that cause bad feelings. In emotion study, negative affect has a stronger impact on people than positive affect (Diener, et al, 1985). This is because bad emotions require more cognitive processing and more efforts to avoid. Also, people are more influenced by bad moods and remember them better. Theoretical Context: what might be predicted and why Based on the literature review, prior research has found positive-negative asymmetry effect in many fields. And some literatures have even explored the affective areas. However, they just cover some aspects of affect, such as emotion. There is a need to involve a broader concept of affect with the positive-negative asymmetry effect. So we can predict that the effect of negative affect and positive affect, generated during use, is asymmetrical in user satisfaction of information system. Hypotheses and Established Theories to Use Our hypotheses motivated by the problem is that the effect of negative affect and positive affect, generated during use, is asymmetrical in user satisfaction of information system. Although negative affect and positive affect are formed due to different internal and external reasons, in this research, they are mainly caused by quality of the information system itself. To support the hypotheses, we need to prove the existing relationships between affect and actual system, affect and user acceptance and the measurement of positive affect and negative affect. So we use the Russell’s core affect circle to distinguish the positive and negative affect. The relationship between user’s affect and system affective qualities is explained in previous studies and we will use that to support the relation between affect and system in our research. We will also use Technology Acceptance Model and the model of individual interaction with IT to support relationship between affect and usage. This section includes both hypotheses and the proposed theories that can be helpful to explain Our hypotheses. H1: Deactivated (unintensive) affect performs stronger impact on user’s perceived usefulness than activated affect. H2: Unpleasant affect performs stronger impact on perceived user’s usefulness than pleasant affect. H3: Deactivated (unintensive) affect performs stronger impact on user’s perceived ease of use than activated affect. H4: Unpleasant affect performs stronger impact on user’s perceived ease of use than pleasant affect. H5: Deactivated affect performs a stronger impact on user’s attitude than activated affect. H6: Unpleasant affect performs a stronger impact on user’s attitude than pleasant affect. Previous literatures have identified the relationships among affective qualities, core affect, affect reaction, cognition, intension and actual behavior of information system. The key word here, affect, has been widely studied across various disciplines. The idea of affect covers a set of psychological processes and states including emotions, mood, affective impressions, and attitudes. Russell’s conceptual framework (Russell, 2003) describes that the core affect, which is the consciously raw feeling, is similar to affect. It is a single integral blend of two dimensions in a circular structure: pleasure-displeasure, activation (arousal)-deactivation (sleepiness). These two dimensions can illustrate both positive and negative affect of people. The core affect circle by Russell is to be used to measure the positive and negative affect in this research. Positive affect refers to what people feel as pleasant, active and alert (Watson & Clark, 1988), locating in the top right part in the core affect circle. Negative affect is on the contrast, unpleasant, calm and serene, locating in the bottom left part of the circle. Besides the circle, there are other measurable scales that are tested to be useful to describe positive and negative affect. For example, in Watson and Clark’s Positive and Negative Affect Schedule (PANAS) (Watson & Clark, 1988), they define positive and negative affect in 20 items of mood scale to briefly and validly measure affect, such as interested, distressed, upset, guilty, alert, inspired, etc. Some of them are same with Russell’s framework. The affective qualities in the system interface determine how users perceive these qualities and thereby influence user’s affect (Te'eni, Carey, & Zhang, 2007). In Russell’s conceptual framework, object affective qualities are the cause of change in core affect. When people interact with object and events, they perceive affective qualities as stimuli and then get a reaction to these qualities. The reaction can be called affective impression. In IS domain, affective qualities of a system (interactivity, vividness, beauty and structure) can be modified by changing design factors, such as shape, texture, color, and match. These key design factors are found to have significant impact on users’ emotion (Kim, Lee, & Choi, 2003). In our research, we will use some of the key design factors to influence user’s affect. The two models, TAM and IIIT, have been used and tested by many other researches. They explain the relationships among affect, cognition and behavior. So in proposed research, they can help to support the existing relationships between affect and IS use, affect and cognition. Technology Acceptance Model (Davis, 1989) has been widely studied and used by researchers and practitioners to predict and explain user acceptance of information technology since its appearance. The model provides an explanation of the determinants of user acceptance toward IS that can generally predict system behavior. The two determinants are perceived usefulness and perceived ease of use. Perceived usefulness is that people tend to use or not use a system based on their belief that it will help them achieve a better performance. Perceived ease of use, on the other hand, is people believe it easy or not to use while it is useful, so that performance benefits outweighs effort of using. It is the degree to which people feel that using a system would be free of effort. Both the two determinants have a causal effect on user’s attitude of the system. And attitude is a major determinant of intension to use. Moreover, Davis found there are external variables, also called the system design features, which directly influence perceived ease of use and perceived usefulness, and indirectly influence attitude, behavioral intention and actual system. In his later research, he found that variables like experience, computer anxiety, computer playfulness, perceived enjoyment, system features can influence the system usability and ease of use (Venkatesh & Bala, 2008). The model of individual interaction with IT (IIIT) (Sun & Zhang, 2006) is based on the TAM and is constructed as a theoretical model to interpret the role of affect in information system and predict individual IS behavior. The main idea of IIIT is to posit that personal traits influence both users’ affective and cognitive reactions toward usage of information system. Affective reaction and cognitive reaction influence each other and they jointly determine behavior intension and actual system use. The personal traits and affective reaction here are all about perceived impact on core affect. Traits, here including two variables, computer playfulness and personal innovativeness, refer to stable characteristics of individual that are less vulnerable to situational stimuli. Affective reactions in the model include 8 variables, all of which are describing different affect of system usage. Methodology To test the hypotheses, we plan to conduct an experiment involving a group of system users. Participants will get involved into two phases of the experiment. In the first phase, we are going to find out what kind of design can cause positive or negative affect and to what degree this positive or negative affect will be. This is to ensure that when participants are engaged into the second phase, their positive or negative affect is to be caused mainly by the usage of system instead of other variables. And the units of effects from positive and negative affect are similar with each other. If they are varying a lot, i.e. they get a strong positive feeling when viewing red color, but a light negative feeling when blue, the results will not be what we expected. What we expect is one unit of negative affect causes stronger impact than one unit of positive affect. So in the first phase, participants perhaps will be presented with a set of various websites that are selected from those existing websites with interactive function. These websites are somehow weak or strong in the following elements: interactivity, vividness, beauty (shape, texture, color, match,) and structure. After participants use these websites, a survey will be sent to ask their positive or negative responses in emotion and find out what causes these responses. Based on the data collected, we can conclude what kind of design in interactivity, vividness, beauty and structure may directly cause positive or negative affect. For example, most participants respond that website design that is less beautiful can make them feel unpleasant. So in the second phase, we can create a website that is poor in beauty design to elicit negative affect. The second phase is hoping to recruit the same group of participants because we will give them a system with website interface designed according to their responses in the last round. What we expect from the second phase is what we have hypothesized. So the key is to ensure that the units of positive and negative affect are similar so that we can measure their impact on PU and PEOU. So perhaps in the second phase, we are going to develop a sample system that is perfect for our research. And after usage, participants will be given a survey to ask about how they feel, pleasant or unpleasant, arousal or sleepiness, and how they think of the usefulness and ease of use, as well as their attitude. For example, if they feel tired due to the usage, they find the system to be strongly difficult to use or useless; but if they feel happy, they find it to be averagely useful and easy to use. This is what we most expect. Bibliography Aderson, E., & Sullivan, M. (1993). The Antecedents and Consequences of Customer Satisfaction for Firms. Market Science, 12, 125-143. Baumeister, R. F., Bratslavsky, E., Finkenauer, C., & Vohs, K. D. (2001). Bad Is Stronger Than Good. Review of General Pshychology, 5(4), 323-370. Cheung, C. M., & Lee, M. K. 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