Buzoianu, A., & Suciu, S. (201Selejan, O., Muresanu, D. F., Popa, L., Muresanu-Oloeriu, L., Ludean, D. 6). Credibility judgments in web page design – a brief review. Journal Of Medicine & Life, 9(2), 115-119.
This is an excellent article about how the aesthetics of a website affect how credible the viewer perceives it to be. It even breaks the information into other contributing factors to perception, such as gender and age. Furthermore, it examines the ways we judge how effective a website is, by how the reader examines it and their interaction. All-in-all, this article highlights the importance to field of web design that aesthetics play in creating a website that a reader will not only stay on, but also, in developing aesthetics so pleasing that the reader is more likely to trust the information on the website, and intently focus, so as not to click off. For a website to be taken seriously and be able to deliver information, this article is hugely relevant.
KILIÇ, S., & ÖZDEMİR, E. (2017). EXPLORING GENDER DIFFERENCES IN PERCEIVED WEB SITE QUALITY. Gümüshane University Electronic Journal Of The Institute Of Social Science / Gümüshane Üniversitesi Sosyal Bilimler Enstitüsü Elektronik Dergisi, 8(21), 197-220.
This study looks at some other ways that consumers view websites, and aims to show the difference that gender can play in perception. In this way, it shines a light on the importance of understanding a target audience and, even beyond that, the characteristics that make people want to buy a product or use a service that are included in a web design. While the respondents on the survey given were not American, the research included in the study is, nonetheless, invaluable to our knowledge in America, regarding what we need to focus on and what we do not in order to make our sites more appealing to the audience that we wish to impress, especially if we wish for our site viewers to become consumers.
Rodrigues, L. F., Costa, C. J., & Oliveira, A. (2017). How does the web game design influence the behavior of e-banking users?. Computers In Human Behavior, 74163-174. doi:10.1016/j.chb.2017.04.034
As more and more banks are developing apps that help customers manage their accounts more easily, these apps are beginning to include elements that are typically employed in games, resulting in the gamification of apps that would typically be considered to be more on the less entertaining side of software development. Some of these elements are avatars, personalization, and amusing contents. This study takes a look at how the consumer feels about these developments to their banking apps and how it affects their experience altogether. Obviously, the intent of gamification is to positively influence banking customers to more frequently do their banking online. Not only does the study address to what extent gamification helps banks, but it also address some of the previously mentioned factors, such as aesthetics.