Unveiling college students’ adoption of AIGC in design learning: an integrated model

Abstract This study investigates the factors that influence college students’ intention to use artificial intelligence generated content (AIGC) technology in design learning. An extended technology use and diffusion model is proposed and validated by integrating the artificial intelligence device use acceptance (AIDUA) model with the innovation diffusion theory (IDT). The present study collected data from 385 Chinese college students majoring in design through online surveys. The proposed model, which includes technology concerns, emotional acceptance, and behavioral transformation, was empirically tested using structural equation modeling (SEM) on data collected from students across different academic levels. The research findings suggest that, in the first stage, relative advantage and compatibility exert a significant and positive influence on both performance expectancy and effort expectancy. However, complexity negatively affects both. In the second stage (emotional acceptance), effort expectancy has a highly positive and significant influence on the adoption and diffusion. Conversely, the impact of performance expectancy on use and diffusion is not substantial. In the final stage (behavioral transformation), both social influence and individual innovation positively and significantly impact the use and diffusion of AIGC. Thus, the empirical results support the integration of AIDUA and IDT. This study provides a conceptual AIGC use and diffusion framework that other researchers can use to investigate AIGC-related topics in design learning.

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Publication Details

Journal
Humanities and Social Sciences Communications
Published
2026-02-17
DOI
https://doi.org/10.1057/s41599-026-06713-2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Unveiling college students’ adoption of AIGC in design learning: an integrated model

Aihong Wang, Li Zeng, Yu Shen, YaoWu Huang
Humanities and Social Sciences Communications
Virtual Reality Applications and Impacts
article

Unveiling college students’ adoption of AIGC in design learning: an integrated model

Aihong Wang, Li Zeng, Yu Shen, YaoWu Huang
article en

Abstract

Abstract This study investigates the factors that influence college students’ intention to use artificial intelligence generated content (AIGC) technology in design learning. An extended technology use and diffusion model is proposed and validated by integrating the artificial intelligence device use acceptance (AIDUA) model with the innovation diffusion theory (IDT). The present study collected data from 385 Chinese college students majoring in design through online surveys. The proposed model, which includes technology concerns, emotional acceptance, and behavioral transformation, was empirically tested using structural equation modeling (SEM) on data collected from students across different academic levels. The research findings suggest that, in the first stage, relative advantage and compatibility exert a significant and positive influence on both performance expectancy and effort expectancy. However, complexity negatively affects both. In the second stage (emotional acceptance), effort expectancy has a highly positive and significant influence on the adoption and diffusion. Conversely, the impact of performance expectancy on use and diffusion is not substantial. In the final stage (behavioral transformation), both social influence and individual innovation positively and significantly impact the use and diffusion of AIGC. Thus, the empirical results support the integration of AIDUA and IDT. This study provides a conceptual AIGC use and diffusion framework that other researchers can use to investigate AIGC-related topics in design learning.

Humanities and Social Sciences CommunicationsVol. 13(1)
Jingdezhen Ceramic Institute (CN), Puyang Vocational and Technical College (CN), Zhejiang Gongshang University (CN)
National Office for Philosophy and Social Sciences, Division of Undergraduate Education
Industry, innovation and infrastructure
Openalex Percentile: Top 59%
Virtual Reality Applications and Impacts
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