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Journal of Management Information Systems / Winter 2005–6, Vol. 22, No. 3, pp. 123–157. © 2006 M.E. Sharpe, Inc. 0742–1222 / 2006 $9.50 + 0.00. Moderating Effects of Task Type on Wireless Technology Acceptance XIAOWEN FANG, SUSY CHAN, JACEK BRZEZINSKI, AND SHUANG XU XIAOWEN FANG is an Associate Professor in the School of Computer Science, Tele- communications and Information Systems (CTI), DePaul University. He received his Ph.D. in Industrial Engineering from Purdue University, West Lafayette. His research focuses on user-centered design of Web search tools, usability of e-business, usability of mobile commerce, and multimodal information presentation. SUSY CHAN is a Professor in the School of Computer Science, Telecommunications and Information Systems, DePaul University. She is the founding director of DePaul University’s pioneering masters and baccalaureate programs in E-Commerce Tech- nology. She received her Ph.D. in Instructional Technology from Syracuse Univer- sity. Her current research focuses on e-business strategies, enterprise applications and transformation, e-commerce curriculum, and mobile commerce. JACEK BRZEZINSKI is an Assistant Professor in the School of Computer Science, Tele- communications and Information Systems, DePaul University. He received his Ph.D. in Computer Science from DePaul University. His research interests include artificial intelligence, natural language processing, and e-commerce. His Ph.D. dissertation focused on machine learning–based modeling of natural language information for information classification purposes. SHUANG XU is a Ph.D. candidate in the School of Computer Science, Telecommuni- cations, and Information Systems, DePaul University. She received her B.S. in Com- puter Science from Zhejiang University and her M.S. in Computer Science from Nanjing University, China. Her research concentration is human–computer interac- tion, with a keen interest in usability issues on handheld devices. Her dissertation is focusing on dual-modal information presentation. ABSTRACT: The technology acceptance model (TAM) is one of the most widely used models of information technology (IT) adoption. According to TAM, IT adoption is influenced by two perceptions: usefulness and ease of use. In this study, we extend TAM to the mobile commerce context. We categorize the tasks performed on wireless handheld devices into three categories: (1) general tasks that do not involve transac- tions and gaming, (2) gaming tasks, and (3) transactional tasks. We propose a unified conceptual model for wireless technology adoption. In this model, task type moder- ates the effects of four possible determinants: perceived usefulness, perceived ease of use, perceived playfulness, and perceived security. We postulate that, under the mo- bile context, user intention to perform general tasks that do not involve transactions and gaming is influenced by perceived usefulness and perceived ease of use, user intention to play games is affected by perceived playfulness, and user intention to

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MODERATING EFFECTS OF TASK TYPE ON WIRELESS TECHNOLOGY ACCEPTANCE 123

Journal of Management Information Systems / Winter 2005–6, Vol. 22, No. 3, pp. 123–157.

© 2006 M.E. Sharpe, Inc.

0742–1222 / 2006 $9.50 + 0.00.

Moderating Effects of Task Type onWireless Technology Acceptance

XIAOWEN FANG, SUSY CHAN, JACEK BRZEZINSKI, ANDSHUANG XU

XIAOWEN FANG is an Associate Professor in the School of Computer Science, Tele-communications and Information Systems (CTI), DePaul University. He received hisPh.D. in Industrial Engineering from Purdue University, West Lafayette. His researchfocuses on user-centered design of Web search tools, usability of e-business, usabilityof mobile commerce, and multimodal information presentation.

SUSY CHAN is a Professor in the School of Computer Science, Telecommunicationsand Information Systems, DePaul University. She is the founding director of DePaulUniversity’s pioneering masters and baccalaureate programs in E-Commerce Tech-nology. She received her Ph.D. in Instructional Technology from Syracuse Univer-sity. Her current research focuses on e-business strategies, enterprise applications andtransformation, e-commerce curriculum, and mobile commerce.

JACEK BRZEZINSKI is an Assistant Professor in the School of Computer Science, Tele-communications and Information Systems, DePaul University. He received his Ph.D.in Computer Science from DePaul University. His research interests include artificialintelligence, natural language processing, and e-commerce. His Ph.D. dissertationfocused on machine learning–based modeling of natural language information forinformation classification purposes.

SHUANG XU is a Ph.D. candidate in the School of Computer Science, Telecommuni-cations, and Information Systems, DePaul University. She received her B.S. in Com-puter Science from Zhejiang University and her M.S. in Computer Science fromNanjing University, China. Her research concentration is human–computer interac-tion, with a keen interest in usability issues on handheld devices. Her dissertation isfocusing on dual-modal information presentation.

ABSTRACT: The technology acceptance model (TAM) is one of the most widely usedmodels of information technology (IT) adoption. According to TAM, IT adoption isinfluenced by two perceptions: usefulness and ease of use. In this study, we extendTAM to the mobile commerce context. We categorize the tasks performed on wirelesshandheld devices into three categories: (1) general tasks that do not involve transac-tions and gaming, (2) gaming tasks, and (3) transactional tasks. We propose a unifiedconceptual model for wireless technology adoption. In this model, task type moder-ates the effects of four possible determinants: perceived usefulness, perceived ease ofuse, perceived playfulness, and perceived security. We postulate that, under the mo-bile context, user intention to perform general tasks that do not involve transactionsand gaming is influenced by perceived usefulness and perceived ease of use, userintention to play games is affected by perceived playfulness, and user intention to

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124 FANG, CHAN, BRZEZINSKI, AND XU

transact is influenced by perceived usefulness and perceived security. A survey wasconducted to collect data about user perception of 12 tasks that could be performedon wireless handheld devices and user intention to use wireless technology. Multipleregression analyses supported the proposed research model.

KEY WORDS AND PHRASES: mobile commerce, perceived ease of use, perceived play-fulness, perceived security, perceived usefulness, TAM, task performance, task type,user intention, wireless handheld devices.

THE CONVERGENCE OF MOBILE INTERNET and wireless communication technologyhas promised users “anytime, anywhere” access of information for work and per-sonal communication. Such opportunities include mobile services that support mo-bile commerce transactions and process facilitation for managing personal activities,mobile office, and mobile operations [1]. However, certain factors hinder access, suchas small screen display, limited bandwidth, and multiple functionalities of handhelddevices.

Research suggests that interface developers need to consider the interaction amongthe interface design of user tasks, form factors, and application objectives [7, 27].Mobile commerce assumes that users primarily access the Internet or wireless appli-cations away from their home or office while either on the move or stationary. Sincemobile users have only limited time and cognitive resources for performing a task,the design of mobile applications is important. Anckar and D’Incau [2] suggest thatservices that emphasize mobile values (e.g., meeting time-critical and spontaneousneeds) are more suitable for wireless devices. In designing mobile commerce appli-cations, it is essential to determine which tasks are suitable for wireless applications[6] and how to implement the tasks.

Human–computer interaction (HCI) studies tend to focus primarily on designingeasy user interfaces. There has been little research that provides empirical evidenceabout how task implementation may affect user adoption of mobile applications. Inthis study, we will derive a task definition and its taxonomy from prior research ongroup tasks. The objective of this research is to investigate how tasks may affectwireless technology adoption and to acquire a better understanding about the keydeterminants. Constructs and hypotheses are formulated based on prior research find-ings. Regression analyses examine the empirical relationships among the constructsand user intention to adopt the wireless technology, and to perform the task on handhelddevices.

Background Literature

USABILITY RESEARCH IN MOBILE COMMERCE is a new area of study. Previous re-search has typically focused on addressing the design constraints imposed by band-

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width limitations and the small display size of handheld devices [21], content presen-tation issues [4, 5], and context factors [23]. Chan and Fang [6] point out that identi-fying the essential tasks for mobile users and wireless applications is an importantfirst step in designing wireless applications.

A few studies have examined mobile tasks from a broad perspective. Based on astudy of 19 novice wireless phone users who were closely tracked for the first sixweeks after service acquisition, Palen and Salzman [36] describe the wireless tele-phone system as having four socio-technical components: hardware, software,“netware,” and “bizware.” They indicate that each of these four components musthave a user-friendly design. Their research recommends a systems-level usabilityapproach.

Perry et al. [39] present a study of mobile workers that highlights remote “anytime,anywhere” access of information and individuals. They identify four key factors inmobile work: the role of planning, working in “dead time,” accessing remote technol-ogy and informational resources, and monitoring the activities of remote colleagues.In a study aimed at understanding how mobile Web access affects home Internetusage, McClard and Somers [31] investigated the household integration of tablet com-puters and the defined user requirements for similar devices. They suggest that anInternet appliance intended for general Web access and text-based communicationmust have three characteristics: (1) the software must contain features that are per-ceived as useful, (2) the device must be highly portable and comfortable to use, and(3) the screen and keyboard of the device must be large enough to be usable. McClardand Somers [31] have also identified the top three preferred tablet features: (1) surf-ing the Web, (2) Internet availability anywhere in the home, and (3) e-mail. Thesestudies have provided some general guidelines regarding appropriate tasks for wire-less applications.

User adoption of technology applications focuses on tasks and their fit with selectedtechnologies [6, 16]. An essential goal of studies involving mobile commerce applica-tions is to identify mobile values for individual users. Anckar and D’Incau [2] present aframework that differentiates between the values offered by wireless Internet technol-ogy (wireless values) and the values arising from the mobile use of the technology(mobile values). Wireless values are best represented by convenience and cost savings,which are important features provided on cell phones. Services that deliver strong mo-bile values would make mobile commerce a dominant channel. These services meet thefollowing five types of user needs: (1) time-critical needs and arrangements; (2) spon-taneous needs and decisions, such as auctions, e-mail, and news; (3) entertainmentneeds; (4) efficiency needs and goals; and (5) mobility-related needs. A consumer sur-vey based on this framework reveals that e-mail, routine banking services, and movieticket booking are among the most desired mobile services [2]. Desired mobile servicesalso include restaurant reservations, calendaring and alert services, and access to newssources. Fewer than 30 percent of the respondents were interested in services involvingtransactions, such as online purchasing. Since this survey did not require participants tohave prior experience with mobile services, discrepancies may exist between user ex-pectations and responses based on task experience. These research findings suggest

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126 FANG, CHAN, BRZEZINSKI, AND XU

that an understanding of user preferences and perceived value of mobile tasks is essen-tial for improving the usability of mobile tasks.

Theoretical Foundation and Hypotheses Development

Task

THE STUDY OF TASK HAS A LONG HISTORY from both the organizational and groupprocess perspective [13, 17, 32, 38, 42]. Many researchers of group behavior haveargued that the nature of the task plays an important role in a group’s interactionprocess and performance [41].

After summarizing classifications of tasks that are typically encountered in organi-zational decision-making groups, Zigurs and Buckland [53] identified four con-ceptualizations of task: (1) task as behavior description, (2) task as ability requirements,(3) task qua task, and (4) task as behavior requirements. Task as behavior descriptiondefines a task by activities. Task as ability requirements defines a task in terms of itsown properties. The task qua task approach focuses on aspects of the actual taskmaterials that are presented to the group. Task as behavior requirements looks intocharacteristics of tasks. Because required behaviors vary from task to task, it is ar-gued that behavior requirements can be legitimately viewed as characteristics of tasksrather than characteristics of the performer [18]. McGrath’s task circumplex [32] isbased on task as behavior requirements to the extent that each task is categorized byits objective—that is, what the group members are supposed to do to accomplish thetask. In this paper, we adopt the final view of task as behavior requirements. A task isdefined as the behavioral requirements for accomplishing stated goals, via some pro-cess, using given information. This definition allows us to study characteristics of theprocess of a task. Using this definition, we categorize the tasks to be performed onhandheld devices based on their objectives into three types: (1) general tasks that donot involve transactions and gaming, (2) transactional tasks, and (3) gaming tasks.These three types of tasks differ in their objectives. The goal of general tasks is toseek information or to communicate with other parties. The objective of transactionaltasks is to commit financial transactions. The goal of gaming tasks is to entertain theirperformers.

Technology Acceptance Model

The technology acceptance model (TAM) [10, 11] is one of the most widely usedmodels for information technology (IT) adoption. According to TAM, an individual’sIT adoption is influenced by perceived usefulness and perceived ease of use. Per-ceived usefulness is defined as the degree to which a person believes that using aparticular system would enhance his or her job performance [10]. Perceived ease ofuse refers to the degree to which a person believes that using a particular systemwould be free of effort. The perceived ease of use influences the user intention indi-

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rectly through the perceived usefulness. These two perceptions help shape the user’sattitude toward usage and intention to use. Davis’s [10] scale items for measuring thetwo independent variables, perceived usefulness and perceived ease of use, have shownhigh internal validity. TAM is a parsimonious and robust model, consistently vali-dated by numerous studies across different settings and technologies. Beyond IT ap-plications for corporate use, recent studies have also established the model’sapplicability for user adoption of cellular phones [25], World Wide Web use [26],smart card payment systems for e-commerce merchants [40], e-commerce [14, 24],digital library [19], and telemedicine [20].

Several studies have extended the TAM model by identifying antecedent attributesto the user’s perceived usefulness and perceived ease of use. Lederer et al. [26] vali-dated that perceived ease of use can be explained by usability characteristics (usabil-ity guidelines), and perceived usefulness by characteristics of useful information,task environment, and functional needs to perform jobs.

The role of perceived ease of use in TAM, however, remains controversial becausesome studies show that perceived ease of use directly affects either self-reported useor intended IT use, whereas other studies have not found a direct linkage betweenperceived ease of use and IT adoption. In a study of e-commerce adoption, Gefen andStraub [14] find that the nature of the task may influence the perceived ease of use.Their empirical evidence shows that perceived ease of use and perceived usefulnessaffect intended use when a Web site is used for an inquiry task and where IT is intrin-sic to the task and interface design is critical. When the Web site is used for perform-ing a purchasing task, IT is extrinsic to the task and only perceived usefulness affectsintended use. This study suggests that the type of task may have an effect on one ofthe two beliefs—perceived ease of use.

Wireless technology is one type of IT. We postulate that user intention to performgeneral tasks that do not involve transactions and gaming can be predicted by TAM[10].

H1a: The intention to perform general tasks on handheld devices is positivelyinfluenced by perceived usefulness.

H1b: The intention to perform general tasks on handheld devices is positivelyinfluenced by perceived ease of use.

Playfulness

Microcomputer playfulness is defined by Webster and Martocchio [48] as a situation-specific individual characteristic that represents a type of intellectual or cognitiveplayfulness. It describes an individual’s tendency to interact spontaneously, inven-tively, and imaginatively with microcomputers. Two approaches have been used tostudy playfulness: (1) playfulness is treated as a trait and as a motivational character-istic of individuals, and (2) playfulness is treated as a state and is defined as a situ-ational characteristic of the interaction between the individual and the situation.

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128 FANG, CHAN, BRZEZINSKI, AND XU

In this study, we use the second approach and treat playfulness as a situational char-acteristic of the interaction between the individual and the situation. This approachallows us to study playfulness as a process. Martocchio and Webster [29] found thatemployees having higher cognitive playfulness demonstrated higher test performanceand more positive affective outcomes than those having lower cognitive playfulness.In another study examining the effects of task labeling (as play or work) and traineeage on learning outcomes, Webster and Martocchio [49] found that younger employ-ees who received training labeled as “play” showed higher motivation to learn andperformed better in an objective test of software knowledge than older employees.

Yager et al. [52] extended the investigation of playfulness as an individual trait byusing a longitudinal study to examine its temporal and situational stability. Trevinoand Webster [43] investigated the effects of flow on the computer-mediated com-munication environment. They find that it is influenced by the technology type, easeof use, and computer skill. Webster et al. [50] examined the state of flow in a specificHCI and found that the flow experience is associated with perceived characteristics ofthe computer software as well as with relevant work-related outcomes. Venkatesh[45] conducted two studies to compare a traditional training method with a trainingmethod that included a component aimed at enhancing intrinsic motivation. The re-sults from this study support the theory that the potential acceptance of a system washigher among users who underwent a game-based training program compared to us-ers who were trained using a traditional method. In a more recent study, Moon andKim [35] introduced playfulness as new factor to reflect user’s intrinsic belief inWorld Wide Web acceptance. They also found that perceived playfulness has a moresignificant effect on behavioral intention than perceived usefulness for entertainmentpurpose users.

Mobile applications are not only used in the workplace but also outside of the work-place. In the mobile context, play itself may become the task objective. Many studieshave confirmed this notion. Entertainment is identified as one of the five types of userneeds for wireless services by Anckar and D’Incau [2]. Since a wireless device can beaccessed anytime and anywhere, many users prefer to use the mobile Web services tokill time [2, 39]. Many participants mentioned during an interview conducted by Xuet al. [51] that they had played games or listened to MP3 music files on wirelessdevices simply for fun and pleasure.

Because playfulness is treated as a situational characteristic of the interaction be-tween the individual and the situation in this study, we argue that it can be definedbased on characteristics of the process. Perceived playfulness is defined as the degreeto which a person believes that using a particular system would make him or herjoyful. Because perceived playfulness measures how the system helps users achievethe task-related objective, “play,” it becomes an outcome expectancy and can be con-sidered as a measure of extrinsic motivation similar to “perceived usefulness” [10].Therefore, it is expected that perceived playfulness will affect intention to performgaming tasks. According to TAM [10], perceived ease of use is expected to influencethe intention to play games on handheld devices as another factor. Van der Heijden[44] found that perceived enjoyment and perceived ease of use are stronger determi-

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nants of intentions to use than perceived usefulness for pleasure-oriented (or hedonic)information systems. Gaming can be considered as a hedonic task. This finding sup-ports the previous discussions about perceived playfulness and perceived ease of use.

H2a: The intention to perform gaming tasks on handheld devices is positivelyinfluenced by perceived playfulness.

H2b: The intention to perform gaming tasks on handheld devices is positivelyinfluenced by perceived ease of use.

Trust and Security

The introduction of new IT has been accompanied by security concerns. The futureof electronic commerce depends on controlling information security threats, enhanc-ing consumer security perceptions, and building trust [8]. Many studies have beenundertaken to categorize antecedents or factors of consumer trust [3, 12, 30, 33, 34,54]. Zucker [54] proposes three major categories that can be used to build trust—process-based (e.g., reputation, experience), characteristic-based (e.g., disposition),and institutional-based (e.g., third-party certification). Doney and Cannon [12] de-veloped five distinct trust-building processes in business relationships—calculativeprocess in which an individual or organization calculates the costs or rewards of an-other party cheating or staying in the relationship; prediction process; capability pro-cess, which involves determining another party’s ability to meet its obligations;intentionality process in which one party evaluates the other party’s motivations; andtransference process in which one party draws on proof sources from which trust istransferred to the other party.

Bhattacherjee [3] proposed three key dimensions of trust—trustee’s ability, benevo-lence, and integrity—based on a cross-disciplinary literature review on the dimen-sions of trust. Mayer et al. [30] define trust as a behavioral intention centered uponthe expectations of another person. Based on this definition, they proposed a modelof dyadic trust in organizational relationships that includes characteristics of both thetrustor and trustee that influence the formation of trust. The three characteristics in-cluded in the model, representing the perceived trustworthiness of the trustee, arebenevolence, integrity, and ability.

More recent studies have focused on trust in e-commerce. Gefen et al. [15] showthat consumer trust is as important to online commerce as the widely accepted TAMuse antecedents: perceived usefulness and perceived ease of use. Kim et al. [22] showthat consumers’ disposition to trust, privacy protection, security protection, percep-tions about the selling party’s reputation, information quality, and system reliabilityare strong antecedents of consumers’ trust in business-to-consumer (B2C) e-commerce.Cheung and Lee [9] propose a theoretical model of trust in Internet shopping. Theirmodel suggests that a customer’s trust in Internet shopping is positively related to thetrustworthiness of Internet vendors and the external environment, which is moderatedby one’s propensity to trust. One’s perceived risk in shopping is negatively related totrust in Internet shopping. Chellappa and Pavlou [8] show that consumer trust in elec-

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tronic commerce transactions is influenced by perceived information security. Mecha-nisms of encryption, protection, authentication, and verification are the antecedents ofperceived information security. Pavlou [37] has developed and empirically validated amodel to predict intentions to transact by integrating trust in electronic commercewith TAM. Figure 1 shows Pavlou’s model. This model suggests that perceived riskmay influence user intention to transact.

The aforementioned studies clearly indicate that consumer’s trust and perceivedrisk play important roles in electronic commerce transactions. In this study, we useperceived security in place of perceived risk so that users may view this constructmore positively. Perceived security is defined as the extent to which a user believesthat using a particular application will be risk free. Based on Pavlou’s model, per-ceived security should be an antecedent of intention to transact. Gefen and Straub[14] also suggests that transactional tasks are IT extrinsic, and intention of use forsuch tasks should not be influenced by perceived ease of use. Therefore, for transac-tional tasks on handheld devices, it is expected that intention of use will be influencedby perceived usefulness and perceived security.

H3a: The intention to transact on handheld devices is positively influenced byperceived usefulness.

H3b: The intention to transact on handheld devices is positively influenced byperceived security.

A Unified Conceptual Model for Wireless Technology Adoption

Based on the discussions above, a unified conceptual model for wireless technologyadoption is proposed in Figure 2. In this model, there are four possible determinantsof intended use of handheld devices: perceived usefulness, perceived ease of use,perceived playfulness, and perceived security. Task type moderates the effects of thesedeterminants. Table 1 shows how task type affects these four determinants.

Figure 1. Pavlou’s Model

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For general tasks, only perceived usefulness and perceived ease of use will influ-ence intention of use. Because general tasks do not involve gaming and transactions,perceived playfulness and perceived security should not influence user intention ac-cording to prior discussions on playfulness, trust, and security. The following hy-potheses are added for general tasks:

H1c: The intention to perform general tasks on handheld devices is not influ-enced by perceived playfulness.

Figure 2. Conceptual Model for Intended Use of Handheld Devices

Table 1. The Effect of Task Type on Determinants of Intended Use of HandheldDevices

Perceived Perceived ease Perceived PerceivedTask type usefulness of use playfulness security

General tasks Influential Influential Noninfluential Noninfluential(H1a) (H1b) (H1c) (H1d)

Gaming tasks Noninfluential Influential Influential Noninfluential(H2c) (H2b) (H2a) (H2d)

Transactional Influential Noninfluential Noninfluential Influentialtasks (H3a) (H3c) (H3d) (H3b)

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132 FANG, CHAN, BRZEZINSKI, AND XU

H1d: The intention to perform general tasks on handheld devices is not influ-enced by perceived security.

For gaming tasks, the extrinsic motivation is measured by perceived playfulness,instead of perceived usefulness. Therefore, perceived usefulness is no longer influen-tial to intention to play games on wireless handheld devices. Because gaming tasksdo not involve transactions, perceived security should not significantly affect inten-tion of use. We add two hypotheses for gaming tasks:

H2c: The intention to perform gaming tasks on handheld devices is not influ-enced by perceived usefulness.

H2d: The intention to perform gaming tasks on handheld devices is not influ-enced by perceived security.

Transactional tasks are IT extrinsic and intention of use for such tasks should not beinfluenced by perceived ease of use [14]. Because transactional tasks do not involvegaming, perceived playfulness should not have a significant effect on intention ofuse. The following two hypotheses are formed for transactional tasks:

H3c: The intention to transact on handheld devices is not influenced by per-ceived ease of use.

H3d: The intention to transact on handheld devices is not influenced by per-ceived playfulness.

Method

WE DEVELOPED A QUESTIONNAIRE-BASED empirical study to test the conceptual modelspresented in Figure 2 and the 12 hypotheses derived from prior research findings.

Participants

One hundred and one participants took part in this survey. The majority of the partici-pants were working adults. Some were alumni of a midwestern university in the UnitedStates and others were still enrolled at the time of their participation. The participantsrepresented a racially diverse group with ages ranging from about 20 to 50 years old.The participants’ prior experiences with handheld devices also varied. Of the partici-pants, 97 percent had used wireless phones before and 75.2 percent used wirelessphones on a daily basis; 22.8 percent had used Pocket PCs before and 8.9 percentused the device on a daily basis. Since the tasks in this study were presented in theformat of screenshots of Palm VII, a more detailed profile of usage of Palm Pilot isprovided: 19.8 percent of participants used Palm Pilot daily, 13.9 percent weekly, 4percent monthly, 26.7 percent rarely, and 35.6 percent had never used this type ofdevice before, so the participants included both novice and experienced users of PalmPilot.

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Tasks

Participants were asked to evaluate the following constructs for each of 12 tasksselected for this study: perceived ease of use, perceived usefulness, perceived play-fulness, and perceived security. At the end of the survey, participants ranked andrated their future intention to perform each task on a wireless handheld device. Toensure that the resulting regression model was generalizable, task selection consid-ered two requirements: (1) the selected tasks must be realistic and represent a widerange of possible mobile applications on handheld devices, and (2) the selectedtasks must incorporate diverse characteristics. Accordingly, 12 tasks were selectedfor this study:

• General tasks: managing an address book, sending/receiving e-mail, checkingflight information, reading the news, checking weather information, and send-ing short messages.

• Transactional tasks: purchasing movie tickets, banking online, purchasing books,purchasing clothes, and trading stocks.

• Gaming task: playing games.

These tasks were identified by users as appropriate for mobile commerce tasksfrom previous research [2, 36]. As a set, these 12 tasks represent a wide range ofmobile applications and are real tasks performed on wireless handheld devices. Asshown in Table 2, some of the tasks are drawn from the wireless Web sites of well-recognized e-commerce players (e.g., Amazon), content provider (USA Today), por-tal (Yahoo!), and financial services (E*Trade). A few tasks were drawn from wirelessservice providers (e.g., ThinAir).

However, different participants may have had different experiences with the sametasks due to inconsistent wireless connections and their varying familiarity with thewireless devices. Research has indicated that form factors and bandwidth may affectuser perception of wireless applications and their intention [7]. By using a “live”handheld device, participants are more likely to perform the tasks following differentsteps. In determining whether to conduct the survey in a mobile setting with handhelddevices, we needed to eliminate extraneous factors (e.g., user experience with formfactors and latent network effects due to mobility) from biasing the results. Further-more, participants needed to perform each task following identical steps. Therefore,we conducted the study in a static, printed format to direct participants’ attention totasks alone. To exercise some control over participants’ attention to the tasks and toensure that they experienced each task following the same steps, scripts were de-signed for each task. The task scripts included a brief description about the scenario,what needed to be done in each step, and screenshots of a Palm VII for all the stepsinvolved in completing the task. Table 2 provides task scenarios and the complexityof the 12 tasks used in this study. These task scenarios represent how actual tasks areperformed on some of the most popular wireless Web sites, such as E*Trade, UnitedAirlines, and Amazon.

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134 FANG, CHAN, BRZEZINSKI, AND XU

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MODERATING EFFECTS OF TASK TYPE ON WIRELESS TECHNOLOGY ACCEPTANCE 135

Tasks were diversified. Some tasks involved only a few steps and screenshots. Forinstance, the task of sending a short message included three steps over three screenshots,whereas the task of reading news online involved six steps over nine screenshots.More complex tasks, such as checking flight status, involved 14 steps over 19 screen-shots. Figure 3 shows one example of task scripts for purchasing movie tickets online.

Independent and Dependent Variables

There were four independent variables: perceived ease of use, perceived usefulness,perceived playfulness, and perceived security. To ensure the validity of the measure-ments, most of the questions used to measure these independent variables were de-rived from prior studies, as shown in Table 3.

Each task characteristics questionnaire contained the statements using a seven-pointLikert-scale with 1 as “strongly disagree” and 7 as “strongly agree” (see AppendixD). Participants replied to a total of 12 task characteristics questionnaires, with onequestionnaire for each task.

The dependent variable was the participant’s intention to use a wireless handhelddevice for performing the selected tasks. It was measured by one question in the finalquestionnaire: “Assuming that you have access to a wireless handheld device, assigna score of intention of use to each task to indicate to what extent you intend to use thehandheld to perform this task” (see Appendix E). A score of zero indicated no inten-tion, whereas a score of seven indicated the highest level of intention. To assure thereliability of this measurement, participants were asked to rank the 12 tasks based ontheir level of preference to perform a task before they assigned an intention score toeach task. We argue that preference ranking provides a more realistic context forparticipants to express their willingness to use wireless handheld devices to performa task. Therefore, both scores of intention of use and preference ranking were used tomeasure the intention of use. The Cronbach’s alpha value of 0.78 (see Table 4) forintention of use confirms that these two scores are consistent and can be used aslegitimate measures of the same construct.

Procedure

Each participant was given one survey packet (48 pages in length) containing all thetask scripts and questionnaires by e-mail, mail, or in person. The survey packet wasorganized in the following order: (1) a brief instruction to the study (Appendix A);(2) a presurvey questionnaire (Appendix B); (3) 12 sets of task scripts (Appendix C)and a task characteristics questionnaire (Appendix D) in a random order; and (4) afinal questionnaire about user intention (Appendix E). For each of the 12 tasks, anidentical task characteristics questionnaire was provided following the task scripts.The participant was asked to evaluate all task scripts and complete all questionnairespage by page. Upon completing all the task scripts, the participant was asked to rate hisor her intention to perform each of the 12 tasks on handheld devices in the final ques-tionnaire. The participant was instructed that it was not necessary to complete the

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136 FANG, CHAN, BRZEZINSKI, AND XU

Figure 3. An Example of Task Scripts

entire survey in one sitting, but that it was preferable to complete an individual taskand its accompanying task characteristics questionnaire in one sitting. This instructionwas intended to enable participants to focus on each task and to reduce fatigue. Forillustration purposes, the Appendix section shows the survey packet and includes scriptsfor one task and its accompanying task characteristics questionnaire. A script for aseparate task is shown in Figure 3. Due to space limitations, scripts for the remaining

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MODERATING EFFECTS OF TASK TYPE ON WIRELESS TECHNOLOGY ACCEPTANCE 137

10 tasks are not presented. The identical task characteristics questionnaire shown inAppendix D was used for all 12 tasks.

Findings and Discussions

Measurement Validation

A PRINCIPAL COMPONENTS FACTOR ANALYSIS with varimax rotation was performed toestablish convergent and discriminant validity of primary constructs: perceived use-fulness, perceived ease of use, perceived playfulness, perceived security, and inten-tion of use. The factor analysis presented in Table 5 shows four orthogonal factors(perceived ease of use, perceived usefulness, intention of use, and perceived security)with eigenvalues above 1.0, together accounting for 74.0 percent of the variation,with item communality ranging between 0.50 and 0.94. The items for perceived use-fulness and intention of use have a simple loading pattern with high convergent anddiscriminant validity. However, there are two observations that need attention: (1) itemsfor perceived playfulness are loaded high on perceived ease of use, and (2) only oneitem shows high loading on perceived security.

The high loadings of perceived playfulness items on perceived ease of use implythat these measures are not discriminant. This phenomenon is consistent with some of

Figure 3. Continued

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138 FANG, CHAN, BRZEZINSKI, AND XU

Tabl

e 3.

Ind

epen

dent

Var

iabl

es

Var

iabl

e na

me

Def

initi

onSt

atem

ents

to m

easu

re th

e va

riab

leSo

urce

Per

ceiv

ed e

ase

of u

seT

he e

xten

t to

whi

ch a

per

son

belie

ves

that

•Le

arni

ng to

per

form

this

task

was

eas

y fo

r m

e.[1

0, 2

8]us

ing

a pa

rtic

ular

app

licat

ion

wou

ld b

e fr

ee•

I fin

d it

easy

to p

erfo

rm th

is ta

sk.

of e

ffort

.•

I fin

d it

cum

bers

ome

to p

erfo

rm th

is ta

sk.

Per

ceiv

ed u

sefu

lnes

sT

he e

xten

t to

whi

ch a

per

son

belie

ves

that

•O

vera

ll, I

find

this

task

to b

e us

eful

.[1

0, 2

8]us

ing

a pa

rtic

ular

app

licat

ion

wou

ld e

nhan

ce•

Thi

s ta

sk e

nhan

ces

my

effe

ctiv

enes

s.hi

s or

her

job

perf

orm

ance

.•

Thi

s ta

sk e

nhan

ces

my

prod

uctiv

ity.

Per

ceiv

ed p

layf

ulne

ssT

he e

xten

t to

whi

ch th

e ac

tivity

of u

sing

a•

I fin

d th

is ta

sk in

tere

stin

g an

d en

joya

ble.

[45,

46]

spec

ific

syst

em is

per

ceiv

ed to

be

enjo

yabl

e•

I do

not r

ealiz

e th

e tim

e el

apse

d w

hen

in it

s ow

n ri

ght,

asid

e fr

om a

ny p

erfo

rman

cepe

rfor

min

g th

is ta

sk.

cons

eque

nces

res

ultin

g fr

om s

yste

m u

se.

Per

ceiv

ed s

ecur

ityT

he e

xten

t to

whi

ch a

use

r be

lieve

s th

at•

I fee

l sec

ure

to p

erfo

rm th

is ta

sk o

n th

eus

ing

a pa

rtic

ular

app

licat

ion

will

not

hand

held

com

pute

r.ex

pose

his

or

her

priv

ate

info

rmat

ion

to a

ny•

The

re is

feed

back

indi

catin

g th

e in

form

atio

nun

auth

oriz

ed p

arty

.is

pro

tect

ed.

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MODERATING EFFECTS OF TASK TYPE ON WIRELESS TECHNOLOGY ACCEPTANCE 139

the previous research findings. In the studies undertaken by Ventakesh [45] and Moonand Kim [35], there is a positive relationship between perceived playfulness and per-ceived ease of use. We suspect that for nongaming tasks, perceived playfulness mea-sures intrinsic motivation and is closely related to perceived ease of use. However, forgaming tasks, perceived playfulness measures extrinsic motivation and may be differ-entiable from perceived ease of use. Another factor analysis was performed for thegaming task only. The results are presented in Table 6. This second factor analysisshows four orthogonal factors (perceived usefulness, perceived ease of use, intention

Table 4. Internal Consistency of the Instrument

Number of Cronbach’sVariable items alpha

Perceived ease of use 3 0.85Perceived usefulness 3 0.90Perceived playfulness 2 0.71Perceived security 2 0.19Intention of use 2 0.78

Table 5. Factor Analysis—All Tasks

Factor 1 Factor 2 Factor 3 Factor 4perceived perceived intention perceived Item

Item ease of use usefulness of use security communality

PEOU1 0.80 0.71PEOU2 0.84 0.81PEOU3 0.77 0.67PU1 0.84 0.85PU2 0.79 0.80PU3 0.88 0.86PP1 0.71 0.59PP2 0.62 0.59PS1 0.96 0.94PS2 0.50Intention ranking 0.85 0.76Intention score 0.84 0.80Eigenvalue 3.26 2.56 2.00 1.06Percentage of explained variance 27.2 21.3 16.7 8.8

Absolute values < 0.30 were suppressed.

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140 FANG, CHAN, BRZEZINSKI, AND XU

of use, and perceived playfulness) with eigenvalues above 1.0, together accountingfor 69.4 percent of the variation, with item communality ranging between 0.73 and0.85. The simple loading pattern suggests high convergent and discriminant validity.Perceived security does not emerge as one of the main factors.

The Cronbach’s alpha values were computed to check the internal consistency ofthe statements used to measure the five constructs. Table 4 lists the results and showsthat four constructs (perceived usefulness, perceived ease of use, perceived playful-ness, and intention of use) exceed the cutoff point of 0.7. The high Cronbach’s alphavalues for perceived ease of use, perceived usefulness, perceived playfulness, andintention of use imply that the measurements of these constructs are reliable andvalid. However, a Cronbach’s alpha value of 0.19 for perceived security is unaccept-ably low and suggests that the statements used to measure this variable were unreli-able. Together with the factor analysis results, the low Cronbach’s alpha value suggeststhat the two items for perceived security are measuring differing factors. After a closeanalysis of the two statements measuring perceived security, we found that the sec-ond item, “There is feedback indicating the information is protected,” may not havebeen appropriate because it merely refers to a state of a fact instead of user percep-tion. Perceived security is a complex construct that may be influenced by many fac-tors. Feedback information may enhance the perception of security but cannot itself

Table 6. Factor Analysis—Gaming Task

Factor 1 Factor 2 Factor 3 Factor 4perceived perceived intention perceived Item

Item usefulness ease of use of use playfulness communality

PEOU1 0.74 0.80PEOU2 0.79 0.83PEOU3 0.86 0.75PU1 0.87 0.82PU2 0.84 0.80PU3 0.88 0.81PP1 0.83 0.79PP2 0.87 0.73PS1 0.75PS2 0.85Intention ranking 0.86 0.77Intention score 0.86 0.81Eigenvalue 2.71 2.15 1.87 1.60Percentage of explained variance 22.6 17.9 15.6 13.3

Absolute values < 0.30 were suppressed.

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MODERATING EFFECTS OF TASK TYPE ON WIRELESS TECHNOLOGY ACCEPTANCE 141

represent the user’s perceived security. Therefore, data from the item, “There is feed-back indicating the information is protected,” were excluded in subsequent analyses.Only one item, “I feel secure to perform this task on the handheld computer,” wasused to measure the perceived security of a task.

Hypothesis Testing

The intent of this study was to investigate the relationships between user intention toadopt wireless technology and the following constructs: perceived usefulness, per-ceived ease of use, perceived playfulness, and perceived security. Hypotheses wereformulated for general tasks, gaming tasks, and transactional tasks on the basis ofprior research findings and theories. The hypothesized relationships were tested us-ing multiple regression analyses to maintain consistency with earlier TAM studies.Tables 7, 8, and 9 present the results of stepwise multiple regression analyses andhypothesis testing for general tasks, gaming tasks, and transactional tasks, respec-tively. In all the regression analyses, all four independent variables (perceived useful-ness, perceived ease of use, perceived playfulness, and perceived security) wereincluded in initial analyses, but only significant factors were kept in the models andshown in the tables.

In H1a and H1b, we investigate the influence of perceived usefulness and perceivedease of use, respectively, on user intention to perform general tasks that do not in-volve transactions and gaming on wireless handheld devices. Table 7 indicates thatuser intention is significantly influenced by perceived usefulness (β = 0.661, t = 8.669,p < 0.0001) and perceived ease of use (β = 0.209, t = 3.063, p < 0.002). The regres-sion analysis also suggests that the proposed model “Intention = PU + PEOU + Er-rors” explains a significant percentage of variance in intention (R2 = 0.244, F = 94.04,p < 0.0001). Therefore, the results support H1a and H1b. This result is consistent withthe original TAM [10].

The fact that perceived playfulness and perceived security did not enter the regres-sion model suggests that perceived playfulness and perceived security had no

Table 7. Results of Hypothesis Testing for General Tasks

HypothesisR2 R2 t-value testing

Model (p-value) change Beta (p-value) result

Intention = 0.244 PU + PEOU (< 0.0001) + ErrorsPerceived 0.232 0.661 8.669 H1a was usefulness (< 0.0001) supportedPerceived ease 0.012 0.209 3.063 H1b was of use (< 0.002) supported

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142 FANG, CHAN, BRZEZINSKI, AND XU

significant effect on intention of use. Therefore, H1c and H1d are supported. In orderto examine the differences among individual general tasks, we conducted regressionanalysis for each of them. Table 10 presents the results. Perceived usefulness wasretained in the regression model as a significant factor for all the general tasks, butperceived ease of use was only retained as a significant factor for the task “reading thenews.” This result is consistent with the prior research findings (e.g., [14]) about theinconsistent role of perceived ease of use. Table 10 suggests that differences amonggeneral tasks may affect the role of perceived ease of use.

H2a and H2b examine the impact of perceived playfulness and perceived ease ofuse, respectively, on user intention to play games on handheld devices. Table 8 showsthat user intention is significantly influenced by perceived playfulness (β = 1.146, t =5.791, p < 0.0001). However, perceived ease of use did not enter the regression model.The model “Intention = PP + Errors” accounts for a significant percentage of vari-ance in intention (R2 = 0.269, F = 33.54, p < 0.0001). Therefore, H2a is supported, butH2b is rejected. Because perceived playfulness may actually measure user’s extrinsicoutcome in gaming tasks on handheld devices as perceived usefulness in TAM doesin general tasks, it is not surprising that perceived playfulness acts as the key determi-nant of user intention.

Although H2b is not supported by this study, the result is not contradictory to priorresearch findings. As suggested by Gefen and Straub [14], perceived ease of use

Table 8. Results of Hypothesis Testing for Gaming Tasks

HypothesisR2 R2 t-value testing

Model (p-value) change Beta (p-value) result

Intention = 0.269 H2b was PP + Errors (<0.0001) rejectedPerceived 0.269 1.146 5.791 H2a was playfulness (< 0.0001) supported

Table 9. Results of Hypothesis Testing for Transactional Tasks

HypothesisR2 R2 t-value testing

Model (p-value) change Beta (p-value) result

Intention = 0.215 PU + PS (< 0.0001) + ErrorsPerceived 0.188 0.663 8.387 H3a was usefulness (< 0.0001) supportedPerceived 0.027 0.245 4.024 H3b was security (< 0.0001) supported

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MODERATING EFFECTS OF TASK TYPE ON WIRELESS TECHNOLOGY ACCEPTANCE 143

Tabl

e 10

. Reg

ress

ion

Ana

lyse

s of

Ind

ivid

ual G

ener

al T

asks

R2

R2

t-va

lue

t-va

lue

R2

chan

gech

ange

Bet

a(p

-val

ue)

Bet

a(p

-val

ue)

Task

Mod

el(p

-val

ue)

(PU

)(P

EO

U)

(PU

)(P

U)

(PE

OU

)(P

EO

U)

Man

agin

g an

Inte

ntio

n =

PU

0.

110

0.11

00.

554

3.44

1ad

dres

s bo

ok+

Err

ors

(0.0

009)

(0.0

009)

Sen

ding

/rec

eivi

ngIn

tent

ion

= P

U

0.21

90.

219

0.97

15.

157

e-m

ail

+ E

rror

s(<

0.0

001)

(< 0

.000

1)

Che

ckin

g fli

ght

Inte

ntio

n =

PU

0.19

40.

194

0.63

74.

807

info

rmat

ion

+ E

rror

s(<

0.0

001)

(<0.

0001

)

Rea

ding

the

new

sIn

tent

ion

= P

U0.

252

0.20

50.

046

0.56

82.

903

0.47

82.

414

+ P

EO

U +

Err

ors

(0.0

18)

(0.0

046)

(0.0

18)

Che

ckin

g w

eath

erIn

tent

ion

= P

U0.

181

0.18

10.

662

4.60

3in

form

atio

n+

Err

ors

(< 0

.000

1)(<

0.0

001)

Sen

ding

sho

rtIn

tent

ion

= P

U0.

200

0.20

00.

777

4.87

6m

essa

ges

+ E

rror

s(<

0.0

001)

(< 0

.000

1)

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144 FANG, CHAN, BRZEZINSKI, AND XU

affects IT adoption only when the primary task for which the IT is deployed is di-rectly associated with intrinsic IT characteristics. Gaming tasks may fall into one ofthe two types of tasks: IT intrinsic and IT extrinsic. Only the intended use of IT-intrinsic gaming tasks may be affected by perceived ease of use. The regression analy-sis indicates that perceived usefulness and perceived security did not show a significantimpact on user intention to play games on handheld devices. H2c and H2d are sup-ported.

H3a and H3b postulate that perceived usefulness and perceived security, respec-tively, are positively associated with user intention to transact on handheld devices.Results shown in Table 9 suggest that user intention is significantly influenced byperceived usefulness (β = 0.663, t = 8.387, p < 0.0001) and perceived security (β =0.245, t = 4.024, p < 0.0001). The proposed model “Intention = PU + PS + Errors”explains a significant percentage of variance in user intention (R2 = 0.215, F = 64.90,p < 0.0001). The results support H3a and H3b and agree with previous research find-ings. Gefen and Straub [14] find that transactional tasks are IT-extrinsic and thatperceived ease of use does not affect user intention in this case. In a study of userintention to transact by integrating trust with TAM, Pavlou [37] has also noted thatuser intention to transact is affected by perceived usefulness and perceived risk, butnot perceived ease of use. Perceived ease of use and perceived playfulness were notretained in the regression model and thus showed no significant impact on intentionto transact on wireless handheld devices. H3c and H3d are supported.

We also examined the differences among the transactional tasks by conducting re-gression analysis for each of these tasks. Results presented in Table 11 indicate thatperceived usefulness entered the regression model for all the transactional tasks andperceived security was retained as a significant factor for all the transactional tasksbut one: “purchasing movie tickets.” This result suggests the existence of differencesamong the transactional tasks and is still in agreement with the findings from theprimary regression analysis when all the transactional tasks were analyzed together.

Comparing this Study with Other TAM Studies

Table 12 presents a comparison of R-square between this study and some other TAMstudies. The comparison suggests that the R-squares obtained from this study arecomparable to prior TAM studies.

Implications

THIS RESEARCH INVESTIGATES THE KEY DETERMINANTS of user intention to adoptwireless technology. Based on previous research findings, a conceptual model of userintention to adopt wireless technology was proposed for general tasks, gaming tasks,and transactional tasks. Twelve hypotheses were derived from these research models.The data collected from this study supported 11 of the 12 hypotheses. These resultsimply that user intention to adopt wireless technology for different types of tasks hasdifferent determinants.

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MODERATING EFFECTS OF TASK TYPE ON WIRELESS TECHNOLOGY ACCEPTANCE 145

Tabl

e 11

. Reg

ress

ion

Ana

lyse

s of

Ind

ivid

ual T

rans

actio

nal T

asks R

2R

2t-

valu

et-

valu

eR

2ch

ange

chan

geB

eta

(p-v

alue

)B

eta

(p-v

alue

)Ta

skM

odel

(p-v

alue

)(P

U)

(PS)

(PU

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146 FANG, CHAN, BRZEZINSKI, AND XU

Implications for Researchers

The theoretical contributions of this study are (1) introduction of task type as a mod-erator on the determinants of wireless technology adoption, (2) study of task/technol-ogy fit using a profiling approach, and (3) extension of TAM to the adoption of wirelesstechnology outside the workplace for a variety of tasks.

Based on prior research on task definition, we categorize tasks to be performed onhandheld devices into three types: general tasks, gaming tasks, and transactional tasks.We empirically validated the moderating effects of task type on wireless technologyadoption. This taxonomy is simple but enables HCI and MIS researchers to activelyconsider whether a technology is a good match for the tasks that users will perform.Researchers in the task–technology fit field have noted the lack of task focus in TAM[14, 16]. The introduction of task type as a moderator brings the task perspective toTAM and takes a step toward addressing the lack of task focus. TAM is an elegantgeneral model for investigating the adoption of technology in general, but our studyprovides a more practicable approach for investigating various user tasks and howtechnology can support them.

This project can also be considered as a task–technology fit study. By using a pro-filing approach, we develop a task taxonomy and identify the characteristics of wire-less technology. We then test whether these tasks and the technology profiles fit.TAM with different constructs serves as the technology profiles. This is an interestingand new use of TAM and contributes to methods of doing task–technology fit viaprofiling.

This study confirms that TAM is applicable to the intention to perform generaltasks that do not involve transactions and gaming on wireless handheld devices. Ourdata supports the thesis that perceived usefulness and perceived ease of use are thetwo determinants of user intention. A closer examination of individual general taskssuggest that differences among tasks may impact on the role of perceived ease of use.

We show that perceived playfulness is a key determinant of user intention to playgames on wireless handheld devices. TAM emphasizes the importance of perceivedusefulness as the key determinant of user acceptance of IT. In this study, we arguethat perceived playfulness measures the extrinsic outcome expectancy for gaming

Table 12. Comparison of R-Square Between This Study and Selected Prior TAMStudies

Study R2

This study 0.215 ~ 0.269Davis [10] 0.31 ~ 0.74Gefen and Straub [14] 0.18 ~ 0.20Lederer et al. [26] 0.15Moon and Kim [35] 0.394Ventakesh et al. [47] 0.36 ~ 0.53

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MODERATING EFFECTS OF TASK TYPE ON WIRELESS TECHNOLOGY ACCEPTANCE 147

tasks and therefore should be considered as a surrogate for perceived usefulness. Inthis regard, TAM is extended with the inclusion of perceived playfulness as the mea-surement of extrinsic outcome expectancy.

Our study suggests that perceived usefulness and perceived security are the twodeterminants of user intention to transact on wireless handheld devices. Perceivedease of use is no longer a key determinant of user intention to transact because trans-action tasks are IT-extrinsic. This result confirms the proposition made by Gefen andStraub [14]. On the other hand, perceived security affects user intention.

Implications for Human–Computer Interaction Practitioners

In this study, we have demonstrated the importance of playfulness in user intention toplay games, and the importance of perceived security in user intention to transact onwireless handheld devices. From the usability perspective, many researchers and prac-titioners have argued that the key barrier to user acceptance is the lack of user-friend-liness of current systems and that improving usability is the key to success. HCIresearch has focused primarily on ease of use. However, it is perceived usefulnessthat determines how users may adopt the technology. HCI practitioners should firstconsider how an application may satisfy user needs. Results from this study show thatplayfulness for gaming tasks is more important than any other factors in shaping userintention and acceptance of wireless technology. Therefore, HCI practitioners musttake playfulness into consideration when designing gaming tasks. This study alsoshows that perceived security affects user intention to transact on wireless handhelddevices. HCI practitioners should design the interface to enhance user’s perception ofsecurity for the transactional tasks.

Conclusion and Future Research

PERCEIVED USEFULNESS AND PERCEIVED EASE OF USE were shown to be important touser intention to perform general tasks that do not involve transactions and gaming onwireless handheld devices. Perceptions of playfulness appear to influence user inten-tion to play games using wireless technology. Perceived usefulness and perceivedsecurity affect user intention to transact on handheld devices.

Although these findings provide meaningful implications to both researchers andpractitioners, there are some limitations in our study. First, this study used printedtask scripts for evaluation. This setting might limit participants’ task experience. Sec-ond, this study only included two to three items for each construct considering that alarge number of questions in the survey may hinder participation. The reliability ofthe constructs might be affected by the small number of items. Third, only one itemwas finally used for perceived security. Caution should be exercised when interpret-ing this construct. Finally, perceived playfulness showed high loadings on perceivedease of use when all tasks were grouped together. Further research is needed to inves-tigate the relationship between these two constructs. The next step for refining this

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148 FANG, CHAN, BRZEZINSKI, AND XU

study is to revise the instrument and to test the proposed conceptual model in a morerealistic setting.

This study has demonstrated the important role of tasks on technology adoption bycategorizing tasks into three types. Future research should continue to investigatehow tasks may affect technology adoption. In our study, we also found that therewere still differences among tasks of the same type. This finding indicates that thetask taxonomy needs to be further refined. It calls for future research on exploringnew task taxonomy to make more accurate task–technology fit.

Future research could also extend the profiling approach of tasks to investigateadoption of other technologies. In this study, we develop a task taxonomy and iden-tify the characteristics of wireless technology. We then test whether these tasks andthe technology profiles fit. This approach could be used in other technologies as well.

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Appendix A. Experiment Packet Cover Page

Experiment: What Tasks Are Suitable for Handheld Devices?

WELCOME TO PARTICIPATE IN THE RESEARCH PROJECT “What tasks are suitable forhandheld devices?” This study is being conducted by Xiaowen Fang, Susy Chan, andJacek Brzezinski. The general purpose of this research study is to examine the mainfactors that influence a user’s preference of tasks to be performed on handheld de-vices. You will be asked to review scripts of a set of tasks to be performed on ahandheld device and answer questions regarding your perception of each task. Therisks associated with participation in this study are minimal.

This package is organized in the following order: Preexperiment Questionnaire →Task Script #1 → Questionnaire About Task Script 1 → . . . → Task Script 12 → Ques-tionnaire About Task Script 12 → Final questionnaire about all the task scripts.

The whole experiment may take one to two hours. You do not need to complete thewhole experiment at once. However, it is recommended that you review the task scriptand finish the corresponding questionnaire for this particular task at one time. Pleasetake your time to carefully review the task scripts and choose answers for the ques-tions. No need to rush. Please do not skip any pages.

Thanks again for your participation.

Appendix B. Preexperiment Questionnaire

PLEASE CIRCLE ONE ANSWER for each question.

1. a. Have you ever used a wireless phone? Yes / Nob. If the answer to above question is yes, how often do you use the wireless

phone?

Rarely Daily Weekly Monthly

2. a. Have you ever used a Palm Pilot? Yes / Nob. If the answer to above question is yes, how often do you use the Palm

Pilot?

Rarely Daily Weekly Monthly

3. a. Have you ever used a Pocket PC? Yes / Nob. If the answer to above question is yes, how often do you use the Pocket

PC?

Rarely Daily Weekly Monthly

4. a. Have you ever used any “Address Book” function on your computer?Yes / No

b. If the answer to above question is yes, how often do you use the “AddressBook” function?

Rarely Daily Weekly Monthly

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152 FANG, CHAN, BRZEZINSKI, AND XU

5. a. Have you ever sent/received e-mails on the Internet? Yes / Nob. If the answer to above question is yes, how often do you send/receive

e-mails?

Rarely Daily Weekly Monthly

6. a. Have you ever checked flight information on the Internet? Yes / Nob. If the answer to above question is yes, when you travel, how often do you

check flight information on the Internet?

Rarely Sometimes Always

7. a. Have you ever purchased movie tickets on the Internet? Yes / Nob. If the answer to above question is yes, how often do you purchase movie

tickets on the Internet?

Rarely Sometimes Always

8. a. Have you ever read news on the Internet? Yes / Nob. If the answer to above question is yes, how often do you read news on the

Internet?

Rarely Daily Weekly Monthly

9. a. Have you ever done online banking on the Internet? Yes / Nob. If the answer to above question is yes, how often do you do online

banking on the Internet?

Rarely Daily Weekly Monthly

10. a. Have you ever played games on the Internet? Yes / Nob. If the answer to above question is yes, how often do you play games on

the computer?

Rarely Daily Weekly Monthly

11. a. Have you ever checked weather information on the Internet?Yes / No

b. If the answer to above question is yes, how often do you check weatherinformation on the Internet?

Rarely Daily Weekly Monthly

12. a. Have you ever purchased books on the Internet? Yes / Nob. If the answer to above question is yes, how often do you purchase books

on the Internet?

Rarely Sometimes Always

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MODERATING EFFECTS OF TASK TYPE ON WIRELESS TECHNOLOGY ACCEPTANCE 153

13. a. Have you ever purchased clothes on the Internet? Yes / Nob. If the answer to above question is yes, how often do you purchase clothes

on the Internet?

Rarely Sometimes Always

14. a. Have you ever sent/received short messages on a wireless phone?Yes / No

b. If the answer to above question is yes, how often do you send /receiveshort messages on a wireless phone?

Rarely Daily Weekly Monthly

15. a. Have you ever traded stocks on the Internet? Yes / Nob. If the answer to above question is yes, how often do you trade stocks on

the Internet?

Rarely Daily Weekly Monthly

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154 FANG, CHAN, BRZEZINSKI, AND XU

Appendix C. A Sample Task Script

Task—Checking Flight Status

SCENARIO: I AM GOING TO O’HARE AIRPORT to pick up a friend. I need to check thestatus and gate information of her flight. However, I do not remember the flight num-ber. All I know is that it is a United Airlines flight, departing from La Guardia airport,and should be arriving at 7:30 P.M.

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Note: The original survey experiment packet includes scripts and screenshots for 12 tasksand their accompanying task characteristics questionnaires. Due to space limitation, onlyone task and its task characteristics questionnaire are included in the Appendix.

Appendix D. Task Characteristics Questionnaire

ASSUMING THAT YOU HAVE NO ACCESS to a regular PC, please circle one answer toindicate your agreement with the next set of statements regarding your perception ofthe task “Checking Flight Status.”

1. Learning to perform this task is easy for me.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

2. This task may enhance my effectiveness.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

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156 FANG, CHAN, BRZEZINSKI, AND XU

3. I do not realize the time elapsed when performing this task.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

4. I feel secure to perform this task on the handheld computer.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

5. I find it challenging to accomplish this task.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

6. Overall, I find this task to be useful.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

7. I find it easy to perform this task.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

8. I find it easy to accomplish the task.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

9. I find this task interesting and enjoyable.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

10. The wireless Palm device is suitable for performing this task.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

11. There is feedback indicating the information is protected.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

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12. I find it cumbersome to perform this task.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

13. This task may enhance my productivity.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

14. The wireless Palm device makes it easy to perform this task.

1 2 3 4 5 6 7Strongly Disagree Somewhat Neutral Somewhat Agree Stronglydisagree disagree agree agree

Appendix E. Final Questionnaire

ASSUMING THAT YOU HAVE ACCESS to a wireless handheld device, assign a score ofintention to use the device for performing each task.

Score of intentionof use

Task ranking (0: no intention;(1: least preferred; 7: highest intention;12: most preferred; floating point number

Tasks integer only) is acceptable )

Managing address bookSending/receiving e-mailChecking flight informationPurchasing movie ticketsReading the newsBanking onlinePlaying gamesChecking weather informationPurchasing booksPurchasing clothesSending short messagesTrading stocks

End of experiment—Thank you!

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