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Journal of Retailing and Consumer Services 45 (2018) 132–141

Contents lists available at ScienceDirect

Journal of Retailing and Consumer Services


journal homepage: www.elsevier.com/locate/jretconser

Influences of ‘appscape’ on mobile app adoption and m-loyalty T


a,⁎ b c
Deepak S. Kumar , Keyoor Purani , Shyam A. Viswanathan
a
Amrita School of Business, Amrita Vishwa Vidyapeetham (deemed to be University), Coimbatore 641112, India
b
Indian Institute of Management Kozhikode, Kozhikode 673570, India
c
Amrita School of Business, Amrita Vishwa Vidyapeetham (deemed to be University), Coimbatore 641112, India

A R T I C LE I N FO A B S T R A C T

Keywords: Influence of visual aesthetics in product design, service environments and websites are well explored but in-
Visual aesthetics creasing usage of mobile interfaces and the different use context demand investigation of influence of visual
Appscapes aesthetics of mobile app interfaces – ‘appscapes’ on mobile app adoption and m-loyalty. In this study, the
m-loyalty conceptual model is developed by applying Kaplan's information processing model from environmental psy-
Kaplan's information processing model
chology and integrating it into the Technology Acceptance Model, thereby linking visual aesthetics of mobile
m-commerce
apps to m-loyalty. The responses (n = 308) are collected using field experiments using four existing apps as
stimuli. Results of PLS structural equation modelling reveal positive linkages between holistic visual aesthetic
dimensions and outcomes of m-loyalty. Theoretical and managerial implications are discussed.

1. Introduction mobile app is yet to be explored.


In scholarly literature, studies attempting to understand the various
Mobile applications (‘apps’) are software programs that are installed marketing aspects related to apps are on the rise. Researchers have
in a mobile device, and which often display an identity of the brand explored issues such as simplicity of interface and satisfaction (Choi and
(Bellman et al., 2011; Zhao and Balagué, 2015). They have become Lee, 2012); type of mobile platform and user experience (Taylor and
important marketing stimuli in shaping customers’ brand experience in Levin, 2014); consumption behavior related to news apps (Xu et al.,
m-commerce. As the number of users is increasing continually, the m- 2014); source's influence on app users' attitude (Shen, 2015); factors
commerce industry is growing at a rate of 17% and is projected to grow influencing affective involvement with apps (Kang et al., 2015); and
at a rate of 30–35% by 2019 (Chou et al., 2016). This high level of customer engagement initiatives (Gill, Sridhar, and Grewal, 2017).
mobile usage has resulted in a plethora of mobile applications used Barring a few studies (e.g., Carter and Yeo, 2016; Li et al., 2012; Zhou,
increasingly by businesses for multiple marketing purposes that help 2011), crucial factors influencing the adoption, use and repeated use of
manage customer relationships including precision targeting, acquisi- mobile apps remain mostly unexplored in the marketing literature
tion, loyalty and retention management (Pentina et al., 2016). Re- (Taylor and Levin, 2014). One factor, which influences adoption of
portedly, the number of mobile apps available in Google Play stores in mobile apps, involves the visual, aesthetics of interfaces (e.g., Cyr et al.,
December 2017 was 3,500,0001and in Apple app store in January 2017 2006; Hoehle and Venkatesh, 2015; Li and Yeh, 2010). Studies have
is 2,200,000.2 As more and more apps storm the market, a significant shown that visual aesthetics can increase customer engagement (Kim
challenge for marketers is in making the customers use and continue to et al., 2013), affect user experience (Hou and Ho, 2013) and influence
use their apps. Thus, identifying those key factors that influence app revisit rates and loyalty intentions of app users (Cyr et al., 2006).
selection and adoption behavior is crucial for marketers, and surpris- Though both mobile websites and computer websites are accessed
ingly, very few researchers have focused on such studies (Kim et al., through browsers, mobile websites are specifically designed to fit with
2016). Although the significance of visual design aesthetics in the smaller screens of smartphones with easy-to-read fonts and graphics
context of websites and e-commerce has been established (Varnali and which can easily load over cellular networks.3 Though, as noted, design
Toker, 2010), the effect of design aesthetics on adoption and usage of a aesthetics have been well explored in the context of computer websites


Corresponding author.
E-mail addresses: sk_deepak@cb.amrita.edu (D.S. Kumar), kpurani@iimk.ac.in (K. Purani), av_shyam@cb.amrita.edu (S.A. Viswanathan).
1
https://www.statista.com/statistics/266210/number-of-available-applications-in-the-google-play-store/ accessed on February 22nd, 2018.
2
https://www.statista.com/statistics/263795/number-of-available-apps-in-the-apple-app-store/ accessed on February 22nd, 2018.
3
https://www.affordablewebdesign.com/mobile-website-vs-desktop-website/ accessed on 22nd August 2018.

https://doi.org/10.1016/j.jretconser.2018.08.012
Received 28 February 2018; Received in revised form 23 August 2018; Accepted 27 August 2018
0969-6989/ © 2018 Elsevier Ltd. All rights reserved.
D.S. Kumar et al. Journal of Retailing and Consumer Services 45 (2018) 132–141

or on e-commerce (Varnali and Toker, 2010), when it comes to mobile holistically but have been limited to specific, objective elements of
devices - particularly app designs - this factor has primarily been un- design (e.g., layout, colour, menu etc.). When it comes to visual aes-
derappreciated. It is important to recognize that ‘mobile app interfaces’ thetics, however, consumers quite often evaluate aesthetic features
function differently concerning many aspects compared to a ‘mobile holistically and subjectively rather than as separate entities (Tveit et al.,
website’ and thus app designs and their effects constitute a separate 2006), be it servicescapes, websites or mobile apps (Brunner-Sperdin
area of research. Though app interfaces share some common properties et al., 2014; Verhoeven et al., 2009). Recognizing the fact that in-
with mobile websites, user interactions differ. 1) There is a considerable dividual elements are more of personal preference, apps generally focus
difference in the time spent by consumers on apps versus mobile on coherent, integrated themes that combine various elements of a
websites. For instance, studies show, that users spend a considerable design to provide superior aesthetic experience. Hence capturing the
amount of time on a mobile app (84%) as opposed to a mobile website holistic evaluation of aesthetics is quite crucial. Design characteristics
(14%). 2) Second, unlike mobile websites, apps are installed in the of apps can result in user satisfaction and the likelihood of revisits,
mobile/ smart devices and can be used even without an active internet thereby resulting in loyalty. Thus, in line with Cyr et al. (2006), we
connection, thus allowing service providers to move e-commerce off the define m-loyalty as consumer intention to re-visit the app again and/or
Web and into an environment that they design and self-maintain to re-use it for any transaction. So there exists a need to conceptualize
(Newman et al., 2017). 3) Next, from a designer perspective, apps are holistic visual aesthetic variables, which could help in understanding
designed to be more user-friendly and less content-rich, with more customers’ loyalty intentions.
personalized contents, and easier navigation than mobile websites This study focuses on holistic visual aesthetic dimensions by bor-
(Taylor and Levin, 2014). 4) Apps allow the publishers to take full rowing theory from environmental psychology. In line with Bitner
advantage of mobile operating systems, thus providing the option to (1992)'s conceptualisation of servicescape, we define ‘appscape’ as the
design interfaces suitably, whereas mobile websites interfaces are ren- view of the scene in a mobile app as designed by the developer to en-
dered in a more generic environment (Xu et al., 2014). 5) From the gage the users. In other words, ‘appscape’ may be understood as the
perspective of interface aesthetics, apps and mobile websites have a visual aesthetics of a mobile app user interface. Our conceptualisation
major difference. In the case of mobile apps, the presence or absence of of appscapes in similar to that of servicescapes (Bitner, 1992), mu-
aesthetics, particularly when providing personalized content, can sicscapes (Oakes, 2000), social-servicescapes (Tombs and McColl-
strongly influence users' initial impressions regarding whether or not to Kennedy, 2003), cyberscapes (Williams and Dargel, 2004) and e-ser-
use the app (Bhandari et al., 2017). On the other hand, mobile websites vicescapes (Hopkins et al., 2009), where we consider appscapes as the
allow for easy and frequent interface modifications, a function that is visible physical features that are present and available on the mobile
significantly more difficult for apps, unless the user updates regularly. interfaces at the point of service delivery. Environmental psychology,
6) Regarding expenses incurred in the design process, studies have which focuses on the environment's effects on human behavior, has
shown that modifying apps is typically more costly than modifying developed various models, which may be useful in evaluating visual
mobile websites (Xu et al., 2014). 7) From a user experience perspec- aesthetic factors holistically (Stamps, 2004a). One such holistic ap-
tive, there are two key differences to be noted. Apps can provide alerts proach, which has been well established in landscape studies (e.g.,
to consumers at a quicker pace, than mobile websites (van Heerde et al., Hagerhall, 2001; Stamps, 2004b) and has been extended to website
2018). Also, unlike mobile websites, app user contexts can be dis- designs, is Kaplan's information processing theory (Yehand Li, 2014;
tracting and noisy, and hence the interface must be able to capture user Brunner-Sperdin et al., 2014). This study investigates users’ ‘appscape’
attention (Zhao and Balagué, 2015). evaluation by applying Kaplan's (1987) information processing model
Table 1 presents a summary of studies related to mobile interfaces in from environmental psychology and integrating it into the Technology
marketing literature. Acceptance Model (TAM) (Davis, Bagozzi, and Warshaw, 1989),
As can be seen from the analysis of the studies related to mobile thereby linking visual aesthetics of mobile apps to re-visit intentions or
interfaces done in marketing literature above, barring Bhandari et al. m-loyalty.
(2017) there are hardly any studies that explore effects of mobile app
aesthetics. Bhandari et al. (2017) focused only on two design factors, 2. Literature review
such as balance and originality on users’ emotional responses. A similar
observation about mobile app atmospherics is noted by Lee and Kim 2.1. Visual aesthetic evaluation and information processing theory
(2018). While researchers have started paying attention to the visual
aspects of app design, the aesthetic design factors are not considered Aesthetics often referred to as “the philosophy of beauty” in art

Table1
Review of Mobile Interface related Studies in Marketing.
App-based Other interfaces based (browser/ m-websites/other services)

Aesthetic design Bhandari et al., 2017 (effect of design balance and originality on users' Cyr et al., 2006 (integrates design aesthetics and m-loyalty), Li & Yeh,
Dominated emotional responses and quality evaluations) Lee & Kim, 2018 (effect of 2010 (links design aesthetics and m-trust), Guido et al., 2017 (effect of
hedonic orientation, app atmospherics, entertainment gratification, mobile lighting purchase intentions in mobile shopping), Okazaki & Mendez,
irritation, and reuse intention of apps.) 2013a (linking portability and interface design to convenience)
Non-aesthetic design Bellman et al., 2011 (on effectiveness of branded mobile apps), Hoehle & Wang & Li, 2012 (value proposition attributes of mobile value-added
Dominated Venkatesh, 2015 (developed and validated mobile application usability services and brand equity), Okazaki & Mendez, 2013b (understanding
instrument), Dube & Helkkula, 2015 (phenomenological study on user perceived ubiquity in mobile services), Persaud & Azhar, 2012
experience), Rezaei et al., 2016 (examines consumer satisfaction, (consumers' acceptance towards smartphones based marketing), Nilashi
continuous intention, and behavior toward apps shopping), Pantano & et al., 2015 (linking security, design and content related factors on
Priporas, 2016 (qualitative study on the impact of mobile technologies on customer trust), Hofacker et al., 2016 (gamification elements and
consumer behavior), Newman et al., 2017 (links perceived ease of use on mobile marketing)
re-use), Zhao & Balagué, 2015 (suggests systematic guidelines for branded
app design), Kang et al., 2015 (on location-based services of retail apps on
consumers’ affective and cognitive involvement), Wang, Liao & Yang, 2013
(consumption values and behavioural intentions), Taylor & Levin, 2014
(linking mobile platform, interest in app and recency of store visit on app
usage)

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D.S. Kumar et al. Journal of Retailing and Consumer Services 45 (2018) 132–141

literature (Rosen and Purinton, 2004), started gaining attention in and mystery are classified as exploration variables. Further studies in
marketing literature in the early 1980s (Holbrook, 1980). Since then, websites, like Rosen and Purinton (2004), Yeh and Li (2014) have ap-
aesthetics has been applied in various studies in the marketing domain, plied Kaplan's variables in website contexts and determined that mys-
including those related to product designs (e.g., Bloch, 1995), packa- tery is not a relevant variable for websites. Since consumer evaluations
ging designs (e.g., Raghubir and Greenleaf, 2006), servicescapes (e.g., of app designs are very similar to those of websites (Cyr et al., 2006),
Bellizzi and Hite, 1992), logo designs (e.g; Pittard et al., 2007) and this study also excludes mystery as a variable. Also, since apps are al-
website designs (e.g., Rosen and Purinton, 2004). Vacker and Key ready installed in devices and modifications do not occur frequently (Xu
(1993) demonstrated that theories and studies related to visual aes- et al., 2014), the mystery may not have a long-lasting effect on users.
thetics could be broadly categorized into the objective approach and
subjective approach. Studies in marketing have overwhelmingly
adopted the objective approach of aesthetics (e.g., Bloch, 2011; 2.2. Linking visual aesthetics evaluation to Technology Acceptance Model
Townsend and Shu, 2010; Wardono et al., 2012). However, when it
comes to appreciation of visual aesthetics atmospherics, websites, or Kaplan's (1987) model thus provides holistic, subjective dimensions
apps, the experience is based on the holistic evaluations and the in- for evaluating visual aesthetics that can be adopted for an appscape
teractive experience (Kumar et al., 2013; Manganari et al., 2007; Rosen design, but it lacks elaborate response taxonomy (Stamps, 2004). On
and Purinton, 2004) and this can be best captured using a subjective the other hand, the Technology Acceptance Model (TAM) proposed by
approach (Verhoeven et al., 2009). Thus far, subjective studies have Davis et al. (1989) is a technology adoption model, which is parsimo-
investigated questions such as effect of perceived complexity on con- nious and has been well-researched, adapted and applied in different
sumers’ perceptions and behavioural intentions (Sohn et al., 2017) or contexts (e.g., Chen et al., 2015; Pantano and Priporas, 2016;
correlations between overall design aesthetics and m-loyalty (Li and Venkatesh and Davis, 2000), including mobile advertising (e.g.,Martí
Yeh, 2010), but the stimuli variables in these studies have not been Parreño et al., 2013) and mobile apps (e.g., Carter and Yeo, 2017). Also,
comprehensive enough to capture the subjective aesthetic attributes of TAM is reported to have better explanatory power for understanding
a design. Thus, we propose the use of Kaplan's information processing technology adoption (Hong et al., 2002). TAM also theorises two
model from environmental psychology with a comprehensive frame- mediating variables, namely ease of use and usefulness leading to
work of holistic, subjective aesthetic variables that has strong empirical adoption. Later extension of TAM to the World Wide Web introduced a
validation in the landscape, built environments and website studies. It new variable of playfulness (Moon and Kim, 2001), which is better
has been established that website design and landscape design are very expressed as the perceived enjoyment in m-shopping experience (Cyr
similar, and hence aesthetic principles applied to landscapes can be et al., 2006). Drawing upon Stimulus- Organism- Response (S-O-R)
extended to websites (Rosen and Purinton, 2004). Also, because of si- Model, Zhang and Benyoucef (2006) have proposed the use of TAM
milarities between usage and involvement levels with mobile devices mediating variables such as ease of use, usefulness and enjoyment as
are very similar to those of websites, many design principles that have the organism factors, which result in responses like loyalty. Mehrabian
applicability in websites can be transferred to mobile interface design and Russell (1974)'s S-O-R framework discusses how external stimuli
also. influence the consumer's responses and has been widely applied in
A well-done study using Kaplan's (1987) model to investigate aes- aesthetics related studies in marketing (e.g., Bitner, 1992; Donovan
thetic attributes (Eckman and Wagner, 1994), talks about four sets of et al., 1994; Turley & Chebat, 2002). Bitner (1992)'s model was also
subjective aesthetic variables, namely legibility, complexity, coherence developed with the theoretical basis of the S-O-R framework. So, based
and mystery. Legibility is the inferential aspect of comprehension or the on the S-O-R theoretical framework, this study integrates two major
ability to understand and find one's way into an environment (Singh theoretical frameworks, technology acceptance model (TAM) (Davis
et al., 2005). Complexity deals with the visual richness of the environ- et al., 1989), and Kaplan's (1987) information processing model to
ment or the information rate (Herzog and Leverich, 2003). Coherence develop a model for investigating influences of visual aesthetics eva-
refers to how the various elements hang together, their unity, pat- luation on the customers’ loyalty intentions towards mobile apps.
terning or the visual harmony (Herzog and Leverich, 2003; Tveit et al., Hence, for this study, we consider ease of use, usefulness and en-
2006), while mystery refers to those aspects of the environment, which joyment as the mediating variables leading to m-loyalty. Extending
encourage one to explore with a promise of gaining more information Davis et al. (1989) definition, perceived ease of use is defined as the
(Herzog and Bryce, 2007). Table 2 presents the summary of Kaplan's extent to which using a mobile app would be perceived effort-free,
variables and how they have been defined for the context of appscapes. whereas perceived usefulness is the degree to which one thinks that
Kaplan (1987)'s model was developed in the context of landscapes using a particular mobile app enhances any specific task-related per-
where humans make sense of the environment through the visual cues formance. Finally, perceived enjoyment is the degree to which one
present. Out of the four subjective aesthetic variables, coherence and perceives the usage of the mobile app as enjoyable (Van der Heijden,
legibility are classified as understanding variables, whereas complexity 2004).

Table 2
Visual Aesthetic Dimensions for ‘Appscapes’.
Dimension Type Dimensions Definition for Landscapes Definition considered for Appscapes

Immediate - Understanding Coherence How well organised the environment is; how complementing the elements How visually organised and orderly the app is in
are to each other (Herzog & Kropscott, 2004; Herzog & Leverich, 2003). providing consistent and meaningful information to
users.
Immediate - Exploration Complexity Visual intricacies present in the environment (Herzog & Leverich, 2003); Visually perceived richness due to the presence of
count of different and variety elements present in the scene; how visually various app features (size, shape, colour, pattern,
rich and complex the scene is (Herzog & Kropscott, 2004). composition and type)
Inferred / Predicted- Legibility Any features or landmarks present that facilitate understanding of the The ease of labels/ icons/ links permitting
Understanding environment by aiding in wayfinding by generating a useful mental map interactivity in mobile apps.
(Herzog & Leverich, 2003; Herzog & Kropscott, 2004).
Inferred / Predicted- Mystery Any features of the environment that encourage the viewer to explore the This variable is not considered for the study.
Exploration environment more deeply, with an assurance that one could achieve new
insights (Herzog & Kropscott, 2004).

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D.S. Kumar et al. Journal of Retailing and Consumer Services 45 (2018) 132–141

3. Conceptual model and hypotheses Studies in landscapes have shown that, as the coherence of the
setting increases the more organised and harmonious the setting will
Using the S-O-R model (Mehrabian and Russell, 1974), this study be, the more favourable will be affective responses (Nasar, 1987).
integrates two major theoretical frameworks to propose a robust con- Studies related to mobile websites have established that positive af-
ceptual model linking user responses to perceived visual aesthetics di- fective responses result in an increased level of perceived usefulness
mensions of mobile apps. Three aesthetic variables from Kaplan's model and enjoyment (Cyr et al., 2006). Also, the concept of situational nor-
– complexity, coherence and legibility – are used to capture the visual mality suggests that when coherence is high, users can take signals from
aesthetics of mobile apps. These visual aesthetic variables are linked well-organised settings and develop positive attitude (Gefen,
with the mediating variables from TAM: perceived ease of use, useful- Karahanna, and Straub, 2003) which can result in definite usefulness.
ness, enjoyment and, eventually, on the consequence variable of m- Being an understanding variable (Kaplan, 1987), when the perceived
loyalty. The following section discusses various hypotheses. level of appscape coherence increases, the cognitive load required to
perform a task decreases, whereby help the users to accomplish his/her
3.1. Influence of complexity task easier and faster (Rosen and Purinton, 2004). Also, coherence helps
users to orient themselves to accomplish a task faster (Tveit et al.,
Extending Rosen and Purinton (2004)'s definition to apps, com- 2006). Again, coherence decreases entropy (Stamps, 2006), which gives
plexity can be defined as the visual richness of the graphical user in- a feeling of better control and access to the contents of the app, results
terfaces (GUI) of appscapes. As the diversity of information inputs in- in perceived usefulness and enjoyment (Cyr et al., 2006).
creases, the perceived information load also increases (Rosenholtz Similarly, coherence adds to the vividness of the app interfaces. The
et al., 2007). For websites, higher levels of complexity can increase vividness of the displays in a personal digital assistant (PDA) has proven
aesthetic appeal, which aids ease of exploration (Brunner-Sperdin et al., to increase the perceived enjoyment of users (Jiang and Benbasat,
2014). According to information processing theory, increasing com- 2007). Thus for mobile apps, it is hypothesised that;
plexity leads to uncertainty, and human beings increase their involve- H2b. The perceived level of coherence of an appscape will positively impact
ment levels to cope up with this uncertainty (Nasar, 1987). the perceived usefulness.
Furthermore, as apps become more and more complex, ease of use
decreases. Unlike in the case of websites, appscape interactions demand H2c. The perceived level of coherence of an appscape will positively impact
higher degrees of cognitive and physical effort (Ghose et al., 2012). So the perceived enjoyment
as complexity increases the perceived usefulness of the app will de-
crease. Complexity increases the perceived information load in the
3.3. Influence of legibility
environment, resulting in higher levels of affective responses (Foxall
and Yani-de-Soriano, 2005). According to Russell and Pratt (1980),
Legibility alludes to the distinctiveness level present in the en-
information load increases the affective responses of individuals, re-
vironment that helps the users to understand and thereby facilitate
sulting in perceived enjoyments. Also, for experiential consumption, as
way-finding or navigation (Lynch, 1960). Hence any features or
the complexity increases, there will be a higher demand for cognitive
“landmarks” which enable wayfinding add to the legibility (Herzog and
involvement, which results in higher involvement (Holbrook et al.,
Leverich, 2003). For appscapes, legibility can be expressed regarding
1984). Higher involvement levels result in higher levels of enjoyment
meaningful graphics, the presence of icons and other features which
(Lavie and Tractinsky, 2004). Also, the recent developments in aes-
facilitate exploration. Information theory suggests that legibility aids
thetics, like Pleasure-Interest Model of aesthetic liking (Graf and
wayfinding through the creation of “cognitive maps”, thereby reducing
Landwehr, 2015) explains that even non-fluent aesthetic stimuli like a
confusion and related emotional discomfort (Wener and Kaminoff,
highly complex one can generate interest in the users.
1983). Also, as legibility aids ease of understanding the setting (Herzog
Extending this argument to mobile apps, it can be inferred that
and Leverich, 2003), it can aid ease of use of the app.
higher levels of app complexity can result in higher levels of enjoyment.
Further, as legibility increases, ambiguity reduces, which enhances
Hence:
quicker goal attainment (Herzog and Leverich, 2003), thus positively
H1a. The perceived level of complexity of an appscape will negatively impact influencing perceived usefulness. Again, studies in natural settings have
the perceived ease of use. shown that legibility positively relates to affective responses and per-
ceived enjoyment (Hanyu, 2000). Thus, appscapes which are high in
H1b. The perceived level of complexity of an appscape will negatively
perceived legibility add to the affective responses of users, leading to
impact the perceived usefulness.
enhanced ease of use, usefulness and enjoyment. Hence it is hypothe-
H1c. The perceived level of complexity of an appscape will positively impact sised that:
the perceived enjoyment.
H3a. The perceived level of legibility of an appscape will positively impact
the perceived ease of use.
3.2. Influence of coherence H3b. The perceived level of legibility of an appscape will positively impact
the perceived usefulness.
Coherence signifies those environmental features which help in
understanding the setting and hence, for appscapes, it refers to the H3c. The perceived level of legibility of an appscape will positively
various design aspects of the GUI such as the harmony of colour impact the perceived enjoyment.
schemes used, redundancy of the elements and structures (Rosen and
Purinton, 2004). Coherence aids in the immediate understanding of the
3.4. Interconnection between TAM variables
GUI and thus increases the perceived visual quality (Finlay et al., 2006).
Coherence helps a user to efficiently organise, comprehend, and
Effect of Perceived ease of use on usefulness has been established by
structure the setting (Brunner-Sperdin et al., 2004). Thus higher levels
TAM (Davis et al., 1989) and reestablished in TAM2 (Venkatesh and
of coherence aid better understanding of the app, leading to higher
Davis, 2000). Further, these links are also found to be significant in
levels of perceived ease of use.
multiple contexts including Internet adoption studies (Moon and Kim,
H2a. The perceived level of coherence of an appscape will positively impact 2001), m-commerce contexts (Cyr et al., 2006), and in the consumer
the perceived ease of use. technology acceptance model (c-TAM) with hedonic factors (Bruner

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D.S. Kumar et al. Journal of Retailing and Consumer Services 45 (2018) 132–141

and Kumar, 2005). Similarly, in the contexts of appscapes also, when 4. Research methodology
the consumers’ perceive the app more easy to use, the possibility of
considering it useful is also high as with higher levels of perceived ease The study employed a field experiment with one-shot treatment
of use the perceived cognitive load gets lower. Hence, this study also (Malhotra, 2008) using four travel-related mobile apps as stimuli. As
hypothesises: the main purpose of the study was to validate the proposed model
linking visual aesthetic variables and consumer responses, an experi-
H4. Perceived ease of use of an appscape bears a positively linear
mental design is believed to be the most appropriate approach (Li and
relationship with the level of perceived usefulness.
Yeh, 2010). An experimental method using real apps would enhance
As is true with most technology products, when ease of use in- the realism of the users and thus improve the quality of data (Yeh and
creases, fun and enjoyability in the usage of appscapes will also in- Li, 2014). Further, experimental design with real apps helps to measure
crease, as ease of use results in mastery of app thereby making usage the influence of mobile apps on consumers more effectively (Lee and
less cumbersome (Bruner and Kumar, 2005). Also, apps that are easy to Kim, 2018). Also, similar experimental approaches were adopted by
use make it less intimidating for users, resulting in enjoyment (Moon many studies (e.g., Tuch et al., 2012; Bhandari et al., 2017). Since both
and Kim, 2001). Also, studies related to mobile interfaces have shown leisure and business travelers are likely to use these apps, the travel
that perceived ease of use can positively influence perceived enjoyment apps are likely to cater to the demands of both functional and hedonic
(Cyr et al., 2006). Hence we hypothesise that: needs (Zhao andBalagué´, 2015). According to Google Travel Research
Report 2016,4 70% of travelers with a smartphone use mobile for travel
H5. Perceived ease of use of an appscape shall positively impact the
searches, and a typical smartphone user has on an average 2.3 travel
perceived enjoyment.
apps installed in his/her device.
In line with Cyr et al. (2006) and Floh and Treiblmaier (2006), m- Further, as both leisure and business travelers are likely to use travel
loyalty can be defined as the re-use and recommendation intentions of apps, they are expected to cater to the demands of both functional and
the app users. Higher levels of the m-loyalty result in better user en- hedonic needs (Zhao and Balagué´, 2015). Thus, travel apps provide an
gagements with the appscapes. Studies in mobile commerce have exciting context for testing proposed hypotheses. These four apps
shown that perceived usefulness and perceived enjoyment positively (Trip.com, TripAdvisor, Cleartrip and Tripoto) were chosen based on their
influence loyalty (Cyr et al., 2006). A similar relationship has been rating in the Google play store at the time of the study. Many studies
established between usefulness and loyalty in e-services context (Cyr have made use of travel apps for experimentation (e.g., Cy et al., 2009).
et al., 2007). Also, the easier to use the website is, more will be its use Many studies related to mobile apps have made use of existing apps
and re-use (Gefen et al., 2003). for generating data (e.g., Yeh and Li, 2014; Yang, 2016). Since the goal
Similarly, the ease of use of websites can increase the satisfaction of the study was to simulate the users' experience in appscapes, in line
levels of users, leading to e-loyalty (Ribbink et al., 2004). Hence in the with Yeh and Li (2014), this study also employed real apps. These apps
context of appscapes also the perceived levels of usefulness, ease of use were installed in 4 android mobile phones of the series HM 2LTE-IN.
and enjoyment can result in positive re-use intentions. Thus, we hy- The display specifications of the devices are kept the same (Display size:
pothesise for appscapes that: 4.7 in., Resolution: 720 × 1280 pixels, Type: IPS LCD capacitive
touchscreen, 16 M colours).
H6. Perceived usefulness will positively impact m-loyalty of an appscape.
The respondents were mostly working executives and a few post-
H7. Perceived ease of use will positively impact m-loyalty of an appscape. graduate students from 4 Indian cities. Like many studies related to app
usage (e.g., Cyr et al., 2006; Li and Yeh, 2010), this study also followed
H8. Perceived enjoyment will positively impact m-loyalty of an appscape.
the non-probabilistic approach of judgment sampling. The respondents
As discussed above, higher levels of complexity positively influence were chosen based on their willingness to participate in the study and
the perceived enjoyment, while negatively influencing the ease of use familiarity in using any mobile apps for any particular task in their day
and usefulness. Studies have shown that enjoyment positively influ- to day life. Familiarity with the app here is understood as if the re-
ences m-loyalty (Cyr et al., 2006), while lower levels of ease of use and spondents have seen, heard about or have used the particular app be-
usefulness can negatively influence m-loyalty (Gefen et al., 2003; fore. The respondents were contacted in their office/institute premises
Ribbink et al., 2004). Similarly, positive levels of coherence (Brunner- and were asked to use two randomly chosen apps for 5 min for a given
Sperdin et al., 2004) and legibility (Herzog and Leverich, 2003) has task. They were instructed to perform a task as to select a destination
shown to influence ease of use, usefulness and enjoyment positively which they would like to visit, identify hotels which they would prefer
(Cyr et al., 2006). Studies in the context of websites have shown that to stay, read the reviews about tourist destination and the hotels, check
positive levels of ease of use and usefulness can generate loyalty the flight rates, and browse through the pictures and maps in the app.
(Flavián, Guinalíu and Gurrea, 2006). Similar relationships were vali- On completion of the task mentioned above, the participants were
dated between ease of use and entertainment aspects with loyalty on asked to fill a physical questionnaire.
online retailing contexts (Kim and Niehm, 2009) and in the context of Out of a total of 320 participants contacted for the study, 308 usable
mobile hotel booking (Ozturk et al., 2016). Further, mediated re- responses were obtained. 52% of the respondents were slightly familiar
lationships between aesthetic variables and loyalty through usefulness with the app, while 46% were moderately familiar with the app. Only
and enjoyment have been established in the context of mobile com- 2% of the respondents were very familiar with the app. While the focus
merce also (Cyr et al., 2006). Thus, three separate mediation hy- was on a willingness to participate and familiarity with the specific
potheses are also considered as; mobile app, the resultant profile of respondents had a wide age range of
H9. Perceived ease of use, perceived usefulness, and perceived enjoyment 18–62 years, mostly (about 87%) below 30 years with an average age of
will mediate the effect of perceived level of complexity on m-loyalty. 27 years. Regarding gender, 56% of the subjects who participated in the
study were women. The sample included both students and executives
H10. Perceived ease of use, perceived usefulness, and perceived enjoyment
both, and 61% were working executives – 38% with bachelor's degree
will mediate the effect of perceived level of coherence on m-loyalty.
and 23% with the master's degree, while the remaining 39% were
H11. Perceived ease of use, perceived usefulness, and perceived enjoyment
will mediate the effect of perceived level of legibility on m-loyalty.
4
https://www.thinkwithgoogle.com/consumer-insights/travel-research-
process-make-a-plan-moments/app-marketing-travel-consumer-journey.pdf ac-
cessed on June 1, 2018.

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students in a postgraduate program. Similar sample profiles have been Larcker, 1981).
part of several studies with similar enquiries (e.g., Purani and Kumar, For assessing the measurement model, we used a bootstrapping
2018). procedure with 999 resamples, (which is higher than the sample size as
The scales on complexity, coherence, legibility were adapted from suggested by Streukens and Leroi-Werelds, 2016) to calculate the path
Rosen and Purinton (2004); perceived usefulness, perceived ease of use, coefficients and its significance (p-values) for all hypothesised struc-
perceived enjoyment and m-loyalty were adapted from TAM (Cyr et al., tural links (Hair et al., 2011). The path analysis model is shown in
2006) using a 5 point Likert scale. Fig. 1. Chin (2010) suggests using 95% bias-corrected confidence in-
tervals (CI) to assess the significance of path coefficients, which is not
directly provided by Warp PLS 5.0. Hence, we calculated the CI by
5. Data analysis and findings following the procedure suggested by Kock (2016) and is provided in
table -04. According to Kock (2013), the structural model assessment is
For testing the model holistically, we employed PLS based SEM done based on various indices, such as Tanenhaus GoF and average
using WarpPLS 5.0 software. PLS based SEM is almost becoming a (path coefficients, R-squared, adjusted R-squared and full collinearity
standard procedure for establishing the cause-effect relationship and VIFs). The Tenenhaus GoF (GoF) for the structural model is estimated to
has been widely used to validate TAM in multiple contexts (Hair et al., be 0.529, which is large according to the threshold recommended by
2017). Also, it is the most suitable method for testing models that have Tenenhaus et al. (2005). Also, the model showed significant average
both formative and reflective variables (Hair et al., 2011). The 308 path coefficient = 0.239 (p < 0.001), average R-square = 0.455
responses satisfied the minimum sample size requirement for PLS based (p < 0.001), and Average adjusted R-squared= 0.448 (p < 0.001).
SEM recommended by Hair et al. (2011). The model assessment for PLS The model also has an acceptable level of collinearity average variance
based SEM is also similar to CB based SEM, which is based on mea- inflation factor of 2.023; (suggested to be < 5 by Hair et al., 2011). The
surement and structural model results. R2 values of the dependent variables viz., ease of use, usefulness, en-
For checking common method variance, we applied Kock and Lynn joyment and m-loyalty are 0.424, 0.418, 0.399 and 0.563 respectively.
(2012)’s full collinearity VIFs approach. Compared to other conven- Since all R2 values are greater than 0.1, they are at acceptable levels, as
tional approaches like Harman's single factor method (Podsakoff and per Falk and Miller (1992).
Organ, 1986), this approach is reported to be more conservative and The path coefficients with their significance levels from the struc-
arguably superior one (Kock, 2013). According to Hair et al. (2011), a tural model provide support/no support for the various direct hy-
full collinearity VIF of less than 5 suggests the absence of common potheses formulated. Table 4 provides the details of the path coeffi-
method bias. The full collinearity VIFs (reported below) suggest the cients, p –values and 95% bias-corrected CIs for all direct hypotheses
absence of common method bias related issues. In line with many H1 through H8. The path coefficients and corresponding p-values
landscape studies (Diamantopoulos and Winklhofer, 2001), we also suggest that, except H1a, H1b, H3a and H5, all hypotheses are sup-
considered complexity, coherence and legibility as formative variables. ported.
The assessment of the measurement model in PLS-SEM is done differ- For the mediation effects hypothesised in H9, H10 and H11, we
ently for formative and reflective variables (Hair et al., 2011). For- made use of Preacher and Hayes (2008) multiple mediation model
mative variables – complexity, coherence and legibility are assessed for approach using the PROCESS macro plugin (http://www.processmacro.
full collinearity indices and significant loadings and are found to have org/index.html) for SPSS 20.0. Specifically, we employed Model-4 with
acceptable indices (Complexity (VIF = 2.182)), Coherence (VIF = 5000 bootstrapping resamples to test the mediation effects (Hayes,
2.833) Legibility (VIF = 1.663). The reflective constructs viz., per- 2013). Arguably multiple mediation model approach is shown to be
ceived usefulness, ease of use, enjoyment and m-loyalty are checked for more robust to Baron and Kenny's (1986) simple mediation causal steps
its composite reliability (CR), individual item reliability, discriminant approach (Hayes, 2009). Table 5 reports the results of the mediation
validity and convergent validity (Hair et al., 2011) and have found to analysis.
have acceptable values (Usefulness (CR = 0.843, α = 0.720, AVE = The significance of the total indirect effect and the indirect (med-
0.642, VIF= 1.717), ease of use (CR = 0.868, α = 0.764, AVE=0.693, iation) effect (IE) is established if the bias-corrected 95% CI does not
VIF = 1.856), enjoyment (CR = 0.915, α = 0.855, AVE = 0.786, VIF contain 0 (Zhao et al., 2010). The first model considers complexity as
= 1.651) and m-loyalty (CR = 0.922, α = 0.871, AVE = 0.799, VIF = the independent variable. Since the hypothesised relationship between
2.258)). We used Fornell and Larcker (1981) criteria for assessing dis- complexity and ease of use and legibility and usefulness were not
criminant validity, which compares the square root of the average supported, we excluded them from mediation tests. However, perceived
variance extracted (AVE) values of each construct with the correlations usefulness was considered for mediation analysis since the link between
among constructs and the variables. As evident from Table 3, since each perceived usefulness and complexity has shown a positive significant
variable's square root of AVE is higher than the correlation between coefficient (as against hypothesised negative relationships). The results
constructs, they are proven to have discriminant validity (Fornell and of the mediation analysis are given in Table 5. The total effect (TE) and
direct effect (DE) of complexity on m-loyalty is 0.5680 (p < 0.001)
Table 3 and 0.1780 (p < 0.001) respectively. This suggests that usefulness and
Correlations and square root of AVE. enjoyment mediate the complexity and m-loyalty link, positively (IE =
COMP COH LEG USFUL EOU ENJ LYL 0.3900, 95% CI: 0.3059–0.4928), whereby partially supporting H9. For
coherence, the TE and DE on m-loyalty are 0.8670(p < 0.001) and
COMP 0.693 0.2925(p < 0.001) respectively. Here also, as the total indirect effect
COH 0.678 0.664
LEG 0.418 0.461 0.686
through usefulness, enjoyment and ease of use is positive (IE = 0.5745,
USFUL 0.509 0.480 0.400 0.801 95% CI: 0.4568–0.7190). Hence, it can be inferred that hypothesis H10
EOU 0.349 0.592 0.441 0.329 0.833 is supported. In the hypothesised relationship between legibility and m-
ENJ 0.495 0.479 0.512 0.464 0.316 0.887 loyalty, the TE and DE on m-loyalty are respectively
LYL 0.396 0.610 0.510 0.537 0.601 0.413 0.894
0.8441(p < 0.001), and 0.3447(p < 0.001). Ease of use is found to be
1. Diagonal elements – Square root of AVE; off-diagonal elements – correlations a significant mediator (IE = 0.4994, 95% CI: 0.3820–0.6318), whereas
between constructs. enjoyment is not found to be a significant mediator, whereby partially
2. COMP = Complexity, COH= Coherence, LEG = Legibility; EOU = Ease of supporting the hypothesis H11.
Use; USFUL = Perceived Usefulness; ENJ = Perceived Enjoyment; LOY = m-
Loyalty.

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D.S. Kumar et al. Journal of Retailing and Consumer Services 45 (2018) 132–141

Fig. 1. Path analysis model.

6. Discussion and conclusion when it comes to evaluation of visual aesthetics of appscapes, a holistic
and subjective approach using variables like complexity, coherence and
This study investigates users’ adoption of and loyalty to mobile apps legibility is found to be an appropriate method for appraising the same.
by considering the comprehensive set of visual aesthetic variables from Also, this finding extends the inferences provided by the studies on
Kaplan (1987)'s model in environmental psychology. Using the S-O-R mobile apps (e.g., Brunner-Sperdin et al., 2014) that consumers eval-
model, the antecedent variables of app aesthetics are largely integrated uate the visual aesthetics subjectively and holistically. In other words,
with the technology acceptance model to generate an integrated model the findings of this study suggest that consumers evaluate the design
for assessing the influence of visual aesthetic qualities of a mobile app features like colour, graphics and text of the appscapes as a composite
on m-loyalty. rather than as individual elements. So for better user experience, ap-
From a theoretical perspective, this study identified the visual aes- proaching the design holistically involving all the three variables
thetic factors, which influence the user's app usage leading to loyalty (complexity, coherence and legibility) is a better approach rather than
intentions. While studies related to mobile apps are gaining ground in focusing on improving the designs of individual elements in isolation.
the literature, there has been tremendous scope to explore the factors Further, the study establishes that the perceived levels of com-
which influence their adoption. Previous studies have underscored the plexity, coherence and legibility drive perceptions of usefulness, ease of
need to identify the design factors that can influence the user's adoption use and enjoyment of mobile app experience. It is shown that the hy-
and reuse intentions (Bhandari et al., 2017). One of the contributions of pothesised inverse relationship between complexity and usefulness was
the paper is the introduction of subjective design factors for aesthetic not supported and, instead, a positive relationship emerged. This may
evaluation of the mobile apps. As mentioned, just as in the case of be because increasing levels of complexity induce a sense of exploration
landscape aesthetics (e.g., Tveit, Ode, and Fry, 2006) and servicescape in users, leading to higher levels of perceived usefulness. Also, studies
aesthetics (e.g., Kumar et al., 2017), our study has established that related to websites have shown that an interface's visual aesthetics

Table 4
Summary statistic of hypothesised paths.
Sl. No. Cause variables Effect variables Path coefficient (β) p-value BC - 95% confidence interval Remarks

Lower Upper

1 Complexity Usefulness 0.295 < 0.001 0.198 0.391 H1a is not supported(Note: since β is positive as against the
negative relationship hypothesised)
Ease of use 0.040 0.204 − 0.056 0.136 H1b is not supported
Enjoyment 0.244 < 0.001 0.148 0.340 H1c is supported
2 Coherence Usefulness 0.185 < 0.001 0.088 0.281 H2a is supported
Ease of use 0.538 < 0.001 0.441 0.631 H2b is supported
Enjoyment 0.231 < 0.001 0.135 0.327 H2c is supported
3 Legibility Usefulness 0.088 0.036 − 0.008 0.184 H3a is not supported
Ease of use 0.198 < 0.001 0.101 0.294 H3b is supported
Enjoyment 0.293 < 0.001 0.197 0.389 H3c is supported
4 Ease of use Usefulness 0.258 < 0.001 0.162 0.354 H4 is supported
5 Ease of use Enjoyment 0.039 0.214 − 0.057 0.135 H5 is not supported
6 Usefulness m-loyalty 0.400 < 0.001 0.304 0.496 H6 is supported
7 Ease of use m-loyalty 0.302 < 0.001 0.206 0.398 H7 is supported
8 Enjoyment m-loyalty 0.214 < 0.001 0.118 0.310 H8 is supported

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D.S. Kumar et al. Journal of Retailing and Consumer Services 45 (2018) 132–141

Table 5
Details of the mediation test analysis.
Total effect (TE) – Cause Variable on effect Direct effect (DE) - Cause Variable on effect Indirect effect (IE)
variable variable

β T-Value β T-Value Indirect Effects PE BC - 95% Confidence Interval

Lower Upper

Model − 1: Complexity as cause variable and m-loyalty as effect variable


0.5680 8.3453 0.1780 2.3650 Indirect effect (Total) 0.3900 0.3059 0.4928
Mediators Usefulness 0.2673 0.1965 0.3515
Enjoyment 0.1227 0.0261 0.2612
Model − 2: Coherence as cause variable and m-loyalty as effect variable
0.8670 12.6272 0.2925 3.6572 Indirect effect (Total) 0.5745 0.4568 0.7190
Mediators Usefulness 0.2166 0.1587 0.2818
Enjoyment 0.0656 0.0036 0.1315
Ease of Use 0.2922 0.2147 0.3873
Model − 3: Legibility as cause variable and m-loyalty as effect variable
0.8441 11.7440 0.3447 4.6236 Indirect effect (Total) 0.4994 0.3820 0.6318
Mediators Enjoyment 0.0503 − 0.0511 0.2497
Ease of use 0.2478 0.1857 0.3225

affects user perception of usability (Tuch et al., 2012). These findings loyalty. Thus, the insights of this study can help managers and designers
are line with studies in landscapes (e.g., Hanyu, 2000), servicescapes in assessing the perceived levels of complexity, coherence and legibility
(e.g., Kumar et al., 2017) and websites (e.g., Rosen and Purinton, 2004) of apps in designing or redesigning the GUIs in ways that increase user
that positively influences consumer responses. So, keeping in mind the involvement and behavioural loyalty. The app developers should pri-
active user engagement with the mobile app, appealing visual aes- marily focus on making the app visually organised and orderly as co-
thetics can play a significant role in user adoption and intentions to herence improves useful, ease of use and enjoyment making it the es-
reuse. Though studies in website contexts (e.g., Cyr et al., 2006) have sential aesthetic variable for m-loyalty. Findings suggest that legibility
established the relationship between aesthetic design factors and TAM and complexity would matter more for m-loyalty if the app focuses on
variables, the extant studies on aesthetics related to mobile apps have enjoyment as against usability. Hence, apps for pleasure and fun may
not attempted a subjective, holistic approach in capturing visual aes- focus on making the app features such as size, shape, colour, pattern,
thetic qualities. We believe this study is the first one to establish the composition and type (complexity) and the features such as labels,
relationship between two broad categories of holistic understanding icons, links (legibility) richer.
and exploration variables from information processing theory in en- This study has a few limitations. One of the limitations is that on the
vironmental psychology and usefulness, ease of use and enjoyment in restriction on the number and type of travel apps used. Further, the
appscapes. existing real travel apps provide limited manipulation of aesthetic
Our findings show a significant influence of design aesthetics, per- variables, and the findings may need to keep that limitation in mind.
ceived usefulness, ease of use and enjoyment on m-loyalty, implying Collative, composite factors such as complexity, coherence and leg-
that a complex, yet coherent and legible app aesthetics can generate a ibility (Hanyu, 2000), are perceived in combination. For example, high
positive sense of usefulness, ease of use and enjoyment in the users, complexity with high coherence may result in high involvement but
thereby gaining their loyalty towards the app. This further extends the high complexity, without coherence may lead to clutter (Hanyu, 2000;
findings of the studies in the context of websites (e.g., Flavián, Guinalíu, Kumar et al., 2017). Such an eventuality is a limitation of this study. It
and Gurrea, 2006) and m-websites (Cyr et al., 2006) that antecedent needs further research to extend the findings to other types of service
factors like usability elements and aesthetics follow a mediated path to apps. Secondly, as the respondents were mostly youngsters from India,
loyalty. the findings may not be generalizable to other population. Also, the
In short, our study further extends the existing aesthetic studies study was conducted using only one operating system – Android OS.
related to mobile apps by providing a parsimonious set of subjective Further studies need to see whether the type of OS like iOS from Apple
stimuli variables and confirms the robustness of TAM in the context of can moderate the strength and nature of the established relationships.
appscapes too. Finally, it is to be noted that the link between ease of use The study also shares the limitation of non-probabilistic sampling.
and enjoyment was not supported in the study. This is possibly because The study suggests important issues for future research. For ex-
as ease of use increases, boredom sets in the users, resulting in lack of ample, it maybe interesting to examine the influence of other aesthetic
enjoyment. variables such as novelty, visual scale, familiarity, and typicality and
From a practitioner's perspective, the study provides several in- how they impact overall acceptance and intentions to reuse mobile
sights. Businesses and app developers spend large amounts of resources apps. In addition, moderating effects of appscape types like utility vs
to promote app downloads, user engagements and channel migration to recreation, commerce vs content, etc. could be investigated. Future
mobiles. The findings of this study can guide the development of ap- research might also implement a true experimental design by manip-
propriate visual aesthetics for mobile apps by adjusting complexity, ulating the independent variables, thus providing richer insights.
coherence and legibility in appscapes to achieve higher levels of

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Appendix A. : Summary of Scales

Constructs Items Reference

Complexity (F) • The app uses different types of visual images Rosen and Puriton, 2004; Kumar et al.,
• Images and graphics used fit with the content in the app 2017
• The app uses many images
Coherence (F) • The app had most of the information that I was looking for Rosen and Puriton, 2004; Kumar et al.,
• The app has logically organised information and images 2017
• The app is very informative, and I would rely on it for future purposes
• The app created an interest in learning more
Legibility (F) • This app has certain memorable features Rosen and Puriton, 2004; Kumar et al.,
• The icons in the app give clarity and make it easy to navigate through each page 2017
• The app has distinct features unlike other apps which I have used before
Usefulness (R) • The app made the task I wanted to accomplish easier to get done Cyr et al., 2006; Li and Yeh, 2010
• It took fewer steps to accomplish the tasks I wanted to do
• The app helped me to be more effective in doing the task
Ease of Use (R) • Learning to use this app was easy for me Cyr et al., 2006; Li and Yeh, 2010
• I find this app easy to use
• It would be easy for me to become skilful at using this app
Enjoyment (R) • Using the app was exciting Cyr et al., 2006; Cyr et al., 2009
• I found using this app enjoyable
• I had fun using this app
m-Loyalty (R) • I would use this app again Cyr et al., 2006; Floh and Treiblmaier,
• I would consider using this app in the future 2006
• I would recommend this app to my family and friends

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