USER ACCEPTANCE AND USAGE BEHAVIOUR FOR DIGITAL TRANSFORMATION IN TEXTILE AND CLOTHING UNIVERSITY MUSEUMS: THE ROLE OF DIGITALLY INNOVATIVE EXPERIENCES
Abstract
In the context of “Internet +” to promote the traditional industries to accelerate the transformation and integration of the development of the times, digital transformation has become museums generally face a trend of development, enhance the level of digital services, accelerate the digital construction is listed as an important strategic choice. Textile and Clothing University Museum should also firmly grasp the advantages of digital technology and network platform, digital management of the museum’s collections to extend the survival of time, clothing and cultural background of the multi-dimensional dissemination and broaden the sustainable update of educational resources, to open up a user demand-centred digital transformation of the museum road. The purpose of this study is to better assess the acceptance and use of technology applications related to digital transformation in museums by university students, and to measure the key factors for the diffusion of new technologies and systems based on the diffusion of innovation theory, so as to promote user acceptance and use. This study used a quantitative research method to survey 590 randomly selected students majoring in apparel-related disciplines from 13 Chinese institutions with textile and clothing university museums, and the data were analysed using two software packages, SPSS and AMOS, descriptive statistical analysis, exploratory factor analysis and structural equation modelling. The results of this study indicate that digital innovation experience has a significant effect on the acceptance of digital transformation in textile and clothing university museums, the acceptance of digital transformation in textile and clothing university museums also has a significant effect on their usage behaviour, and there is a mediating effect of the acceptance of digital transformation on the relationship between digital innovation experience and usage behaviour.