How far is too far?
This paper takes a quantitative approach to investigating the role of how the various interfaces available to us (Traditional, Flash and Gamification) resonate with online panellists. Most importantly, it explores the 'Buyer Beware' learning around 'when' and 'how' there are differences which must be taken into account. Demonstrating an ability to take a 'methodologically-agnostic' position and to highlight key learning that can advance industry dialogue, this paper will provide you with a true awareness of the implications for the future of market research online design.
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