Designing consumer interfaces for experiential tasks: An empirical investigation

  • Wells J
  • Fuerst W
  • Palmer J
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The article explores the use of tangible attributes derived from the physical business domain as a technique for designing an interface that effectively supports experiential tasks. A laboratory experiment was designed and conducted to test the impact of two types of interfaces and business domain familiarity when completing an experiential task. The growth of the World Wide Web and related electronic commerce applications have extended consumer behavior research beyond the offline, traditional brick-n-mortar environments to online, virtual environments. Goal-directed tasks possess an inherent structure that guides consumers when they are engaged in linear, search-directed activities. Information systems researchers have provided a necessary and useful foundation for studying consumer interface design. While the need to design interfaces that support experiential tasks has been the topic of recent preliminary research, there are currently no suggested design techniques or approaches for creating an interface that may support such tasks. Consumer interfaces are different from traditional computer interfaces aimed at intra-organizational working professionals.; DOI: 10.1057/palgrave.ejis.3000516;

Author-supplied keywords

  • Consumer behavior
  • Domain familiarity
  • Electronic commerce
  • Experiential tasks
  • Human-compter interaction
  • Information presentation
  • Interface design
  • Mental models
  • Metaphor

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  • John D. Wells

  • William L. Fuerst

  • Jonathan W. Palmer

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