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- Title
- Nutritionally Focused Drive-Thru Menus and the Impact on Consumer Preferences: A Study of the Restaurant Industry.
- Creator
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Davis, Meschelle Davis, Parsa, Haragopal, Severt, Denver, Singh, Dipendra, University of Central Florida
- Abstract / Description
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More than one-third of the U.S. citizens (over 70 million people) and 16% of children are classified as obese and are at risk of many diseases including heart disease. Research indicates that 65% of Americans over the age of twenty years old are considered overweight. To address this public health issue, the U.S. Food (&) Drug Administration has proposed new nutritional guidelines for restaurant menus. Thus, the current study investigated the preferences of quick service restaurant (QSR)...
Show moreMore than one-third of the U.S. citizens (over 70 million people) and 16% of children are classified as obese and are at risk of many diseases including heart disease. Research indicates that 65% of Americans over the age of twenty years old are considered overweight. To address this public health issue, the U.S. Food (&) Drug Administration has proposed new nutritional guidelines for restaurant menus. Thus, the current study investigated the preferences of quick service restaurant (QSR) industry consumers with reference to the newly proposed U.S. Food and Drug Administration regulations. This study includes development and redesigning of drive thru menus to comply with the FDA guidelines. A 3x2 factorial design experiment was conducted using real drive thru menus from three major national restaurant chains. The control group consisted of normal drive thru menus obtained from national restaurant chains, and the experimental group was comprised of two sets of pre-tested experimental menus complying with the FDA guidelines. The first set of experimental menus includes presentation of calorie information for all menu items offered. The second set of experimental menus includes color coded calorie specific menu categories (low, regular and high). A set of research hypotheses were developed and data was collected from heavy users of QSR units using Qualtrics software. The collected data were analyzed using SPSS. The obtained results indicated that the QSR menus designed to comply with the FDA's guidelines do not result in loss of revenues as commonly feared by the restaurant industry. But interestingly the second set of experiment menus with color coded nutritional categories (low, regular, high) have led to increased consumer patronage and consumers' willingness to pay. In addition, color coded nutritional menus were preferred over FDA suggested menus designs. The results from the current study are of significant importance to the QSR industry as they strive to comply with the new nutrition guidelines of FDA for drive thru menus.
Show less - Date Issued
- 2012
- Identifier
- CFE0004367, ucf:49441
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004367
- Title
- WORKING MEMORY, SEARCH, AND SIGNAL DETECTION: IMPLICATIONS FOR INTERACTIVE VOICE RESPONSE SYSTEM MENU DESIGN.
- Creator
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Commarford, Patrick, Smither, Janan, University of Central Florida
- Abstract / Description
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Many researchers and speech user interface practitioners assert that interactive voice response (IVR) menus must be relatively short due to constraints of the human memory system. These individuals commonly cite Miller's (1956) paper to support their claims. The current paper argues that these authors commonly misuse the information provided in Miller's paper and that hypotheses drawn from modern theories of working memory (e.g., Baddeley and Hitch, 1974) would lead to the opposite conclusion...
Show moreMany researchers and speech user interface practitioners assert that interactive voice response (IVR) menus must be relatively short due to constraints of the human memory system. These individuals commonly cite Miller's (1956) paper to support their claims. The current paper argues that these authors commonly misuse the information provided in Miller's paper and that hypotheses drawn from modern theories of working memory (e.g., Baddeley and Hitch, 1974) would lead to the opposite conclusion that reducing menu length by creating a greater number of menus and a deeper structure will actually be more demanding on users' working memories and will lead to poorer performance and poorer user satisfaction. The primary purpose of this series of experiments was to gain a greater understanding of the role of working memory in speech-enabled IVR use. The experiments also sought to determine whether theories of visual search and signal detection theory (SDT) could be used to predict auditory search behavior. Results of this experiment indicate that creating a deeper structure with shorter menus is detrimental to performance and satisfaction and more demanding of working memory resource. Further the experiment provides support for arguments developed from Macgregor, Lee, and Lam's dual criterion decision model and is a first step toward applying SDT to the IVR domain.
Show less - Date Issued
- 2006
- Identifier
- CFE0000987, ucf:46715
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000987
- Title
- Exploring 3D User Interface Technologies for Improving the Gaming Experience.
- Creator
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Kulshreshth, Arun, Laviola II, Joseph, Hughes, Charles, Da Vitoria Lobo, Niels, Masuch, Maic, University of Central Florida
- Abstract / Description
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3D user interface technologies have the potential to make games more immersive (&) engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is still unclear how their usage affects game play and if there are any user performance benefits. A systematic study of these technologies in game environments is required to understand how game play is affected and how we can optimize the usage in order to achieve...
Show more3D user interface technologies have the potential to make games more immersive (&) engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is still unclear how their usage affects game play and if there are any user performance benefits. A systematic study of these technologies in game environments is required to understand how game play is affected and how we can optimize the usage in order to achieve better game play experience.This dissertation seeks to improve the gaming experience by exploring several 3DUI technologies. In this work, we focused on stereoscopic 3D viewing (to improve viewing experience) coupled with motion based control, head tracking (to make games more engaging), and faster gesture based menu selection (to reduce cognitive burden associated with menu interaction while playing). We first studied each of these technologies in isolation to understand their benefits for games. We present the results of our experiments to evaluate benefits of stereoscopic 3D (when coupled with motion based control) and head tracking in games. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of these technologies to enhance gaming experiences. We also present the results of our experiments with finger-based menu selection techniques with an aim to find out the fastest technique. Based on these findings, we custom designed an air-combat game prototype which simultaneously uses stereoscopic 3D, head tracking, and finger-count shortcuts to prove that these technologies could be useful for games if the game is designed with these technologies in mind. Additionally, to enhance depth discrimination and minimize visual discomfort, the game dynamically optimizes stereoscopic 3D parameters (convergence and separation) based on the user's look direction. We conducted a within subjects experiment where we examined performance data and self-reported data on users perception of the game. Our results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D, head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor. We explore the individual contribution of each of these technologies to the overall gaming experience and discuss the reasons behind our findings.Our experiments indicate that 3D user interface technologies could make gaming experience better if used effectively. The games must be designed to make use of the 3D user interface technologies available in order to provide a better gaming experience to the user. We explored a few technologies as part of this work and obtained some design guidelines for future game designers. We hope that our work will serve as the framework for the future explorations of making games better using 3D user interface technologies.
Show less - Date Issued
- 2015
- Identifier
- CFE0005643, ucf:50190
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005643