10,008 research outputs found

    Consideration of persuasive technology on users acceptance of e-commerce: exploring perceived persuasiveness

    Get PDF
    Persuasive technologies, used within in the domain of interactive technology, are used broadly in social contexts to encourage customers towards positive behavior change. In the context of e-commerce, persuasive technologies have already been extensively applied in the area of marketing to enhancing system credibility, however the issue of ‘persuasiveness’, and its role on positive user acceptance of technology, has not been investigated in the technology acceptance literature. This paper reviews theories and models of users’ acceptance and use in relation with persuasive technology, and identifies their limitation when considering the impact of persuasive technology on users’ acceptance of technology; thus justifying a need to add consideration of ‘perceived persuasiveness’. We conclude by identifying variables associated with perceived persuasiveness, and suggest key research directions for future research

    Cross-Level Moderation of Team Cohesion in Individuals’ Utilitarian and Hedonic Information Processing: Evidence in the Context of Team-Based Gamified Training

    Get PDF
    Firms currently use teams extensively to accomplish organizational objectives. Furthermore, gamification has recently attracted much attention as a means of persuading employees and customers to engage in desired behaviors. Despite the importance of teams and the growing interest in gamification as a persuasion tool, past researchers have paid little attention to team-based gamification from a multilevel perspective. Based on motivational consistency theories, we hypothesize that at the team level, team performance has a positive effect on team cohesion. Drawing on the elaboration likelihood model (ELM), we further hypothesize two cross-level effects in the context of team-based gamified training: first, that team cohesion positively moderates the relationship between utilitarian perceptions (i.e., perceived quality of learning) and attitude; and second, that team cohesion negatively moderates the relationship between hedonic perceptions (i.e., perceived enjoyment of learning) and attitude. We tested our research model using an enterprise resource planning (ERP) simulation game involving 232 participants in 78 teams. The results of ordinary least squares and hierarchical linear modeling analysis support our hypotheses. This study makes three substantive contributions to the team literature and to the ELM in the context of team-based gamified training. First, it theorizes and empirically tests the effect of team performance on team cohesion at the team level. Second, it extends the ELM by examining the cross-level moderation of team cohesion on human information processing. Third, it demonstrates that the utilitarian and hedonic aspects of information technology do not influence user attitudes equally

    Posters versus Lurkers: Improving Participation in Enterprise Social Networks through Promotional Messages

    Get PDF
    Enterprise social networks (ESNs) often fail if there are few or no contributors of content. Promotional messages are among the common interventions used to improve participation. While most users only read others’ content (i.e. lurk), contributors who create content (i.e. post) account for only 1% of the users. Research on interventions to improve participation across dissimilar groups is scarce especially in work settings. We develop a model that examines four key motivations of posting and lurking. We employ the elaboration likelihood model to understand how promotional messages influence lurkers’ and posters’ beliefs and participation. We test our model with data collected from 366 members in two corporate Google? communities in a large Australian retail organization. We find that posters and lurkers are motivated and hindered by different factors. Promotional messages do not – always – yield the hoped-for results among lurkers; however, they do make posters more enthusiastic to participate

    User Resistance to the Implementation of Information Systems: A Psychological Contract Breach Perspective

    Get PDF
    The current study proposes an exploratory model to examine the antecedents of user resistance in information system (IS) implementations from the perspective of a psychological contract breach (PCB). The purpose of this study is to investigate PCBs between users and IS providers (ISPs), which extends IS theory in two ways: by elaborating on why some users psychologically resist the IS, and by more deeply exploring the social-psychological determinants of user resistance. Our results show that user-perceived PCBs can lead to user resistance and feelings of violation via reneging, high user vigilance, and incongruence between the users’ and the ISP’s understandings of the obligations. Our results also show that users’ interpretations—i.e., causal attribution of the breach and perceived fairness after the breach—moderate the relationship between user-perceived PCBs and feelings of violation. We discuss our findings and their academic and practical implications, and suggest directions for future research

    Don’t Train in Vain: An Enterprise Information System Implementation Training Strategy

    Get PDF
    Universities often rely on complex information systems to manage student data. When higher education institutions implement enterprise resource planning (ERP) systems to replace legacy systems, they may introduce new processes, concepts, and terminology to the students, faculty, and staff who are the system’s end users. A well-executed training plan can foster end-user adoption and increase an implementation’s chance of success. This thesis project provides a blueprint for incorporating a training plan that best fits the needs of end users into an overall system implementation project plan. To effectively train end users, the training team must identify skill gaps, ascertain the most effective methods of delivery, select compelling trainers, develop materials in concert with subject matter experts, and continually evaluate the program for its effectiveness

    A knowledge-based taxonomy of critical factors for adopting electronic health record systems by physicians: a systematic literature review

    Get PDF
    <p>Abstract</p> <p>Background</p> <p>The health care sector is an area of social and economic interest in several countries; therefore, there have been lots of efforts in the use of electronic health records. Nevertheless, there is evidence suggesting that these systems have not been adopted as it was expected, and although there are some proposals to support their adoption, the proposed support is not by means of information and communication technology which can provide automatic tools of support. The aim of this study is to identify the critical adoption factors for electronic health records by physicians and to use them as a guide to support their adoption process automatically.</p> <p>Methods</p> <p>This paper presents, based on the PRISMA statement, a systematic literature review in electronic databases with adoption studies of electronic health records published in English. Software applications that manage and process the data in the electronic health record have been considered, i.e.: computerized physician prescription, electronic medical records, and electronic capture of clinical data. Our review was conducted with the purpose of obtaining a taxonomy of the physicians main barriers for adopting electronic health records, that can be addressed by means of information and communication technology; in particular with the information technology roles of the knowledge management processes. Which take us to the question that we want to address in this work: "What are the critical adoption factors of electronic health records that can be supported by information and communication technology?". Reports from eight databases covering electronic health records adoption studies in the medical domain, in particular those focused on physicians, were analyzed.</p> <p>Results</p> <p>The review identifies two main issues: 1) a knowledge-based classification of critical factors for adopting electronic health records by physicians; and 2) the definition of a base for the design of a conceptual framework for supporting the design of knowledge-based systems, to assist the adoption process of electronic health records in an automatic fashion. From our review, six critical adoption factors have been identified: user attitude towards information systems, workflow impact, interoperability, technical support, communication among users, and expert support. The main limitation of the taxonomy is the different impact of the adoption factors of electronic health records reported by some studies depending on the type of practice, setting, or attention level; however, these features are a determinant aspect with regard to the adoption rate for the latter rather than the presence of a specific critical adoption factor.</p> <p>Conclusions</p> <p>The critical adoption factors established here provide a sound theoretical basis for research to understand, support, and facilitate the adoption of electronic health records to physicians in benefit of patients.</p

    Organizational technology acceptance and use: a relational perspective

    Get PDF
    Theoretical background. Hypotesis. Research design. Results. Discussion and conclusions. Appendix 1: Descriptive network statistics. Appendix 2: Questionnaire. Appendix 3: Graphical representation of the networks

    The effects of user assistance systems on user perception and behavior

    Get PDF
    The rapid development of information technology (IT) is changing how people approach and interact with IT systems (Maedche et al. 2016). IT systems can increasingly support people in performing ever more complex tasks (Vtyurina and Fourney 2018). However, people's cognitive abilities have not evolved as quickly as technology (Maedche et al. 2016). Thus, different external factors (e.g., complexity or uncertainty) and internal conditions (e.g., cognitive load or stress) reduce decision quality (Acciarini et al. 2021; Caputo 2013; Hilbert 2012). User-assistance systems (UASs) can help to compensate for human weaknesses and cope with new challenges. UASs aim to improve the user's cognition and capabilities, benefiting individuals, organizations, and society. To achieve this goal, UASs collect, prepare, aggregate, analyze information, and communicate results according to user preferences (Maedche et al. 2019). This support can relieve users and improve the quality of decision-making. Using UASs offers many benefits but requires successful interaction between the user and the UAS. However, this interaction introduces social and technical challenges, such as loss of control or reduced explainability, which can affect user trust and willingness to use the UAS (Maedche et al. 2019). To realize the benefits, UASs must be developed based on an understanding and incorporation of users' needs. Users and UASs are part of a socio-technical system to complete a specific task (Maedche et al. 2019). To create a benefit from the interaction, it is necessary to understand the interaction within the socio-technical system, i.e., the interaction between the user, UAS, and task, and to align the different components. For this reason, this dissertation aims to extend the existing knowledge on UAS design by better understanding the effects and mechanisms during the interaction between UASs and users in different application contexts. Therefore, theory and findings from different disciplines are combined and new theoretical knowledge is derived. In addition, data is collected and analyzed to validate the new theoretical knowledge empirically. The findings can be used to reduce adaptation barriers and realize a positive outcome. Overall this dissertation addresses the four classes of UASs presented by Maedche et al. (2016): basic UASs, interactive UASs, intelligent UASs, and anticipating UASs. First, this dissertation contributes to understanding how users interact with basic UASs. Basic UASs do not process contextual information and interact little with the user (Maedche et al. 2016). This behavior makes basic UASs suitable for application contexts, such as social media, where little interaction is desired. Social media is primarily used for entertainment and focuses on content consumption (Moravec et al. 2018). As a result, social media has become an essential source of news but also a target for fake news, with negative consequences for individuals and society (Clarke et al. 2021; Laato et al. 2020). Thus, this thesis presents two approaches to how basic UASs can be used to reduce the negative influence of fake news. Firstly, basic UASs can provide interventions by warning users of questionable content and providing verified information but the order in which the intervention elements are displayed influences the fake news perception. The intervention elements should be displayed after the fake news story to achieve an efficient intervention. Secondly, basic UASs can provide social norms to motivate users to report fake news and thereby stop the spread of fake news. However, social norms should be used carefully, as they can backfire and reduce the willingness to report fake news. Second, this dissertation contributes to understanding how users interact with interactive UASs. Interactive UASs incorporate limited information from the application context but focus on close interaction with the user to achieve a specific goal or behavior (Maedche et al. 2016). Typical goals include more physical activity, a healthier diet, and less tobacco and alcohol consumption to prevent disease and premature death (World Health Organization 2020). To increase goal achievement, previous researchers often utilize digital human representations (DHRs) such as avatars and embodied agents to form a socio-technical relationship between the user and the interactive UAS (Kim and Sundar 2012a; Pfeuffer et al. 2019). However, understanding how the design features of an interactive UAS affect the interaction with the user is crucial, as each design feature has a distinct impact on the user's perception. Based on existing knowledge, this thesis highlights the most widely used design features and analyzes their effects on behavior. The findings reveal important implications for future interactive UAS design. Third, this dissertation contributes to understanding how users interact with intelligent UASs. Intelligent UASs prioritize processing user and contextual information to adapt to the user's needs rather than focusing on an intensive interaction with the user (Maedche et al. 2016). Thus, intelligent UASs with emotional intelligence can provide people with task-oriented and emotional support, making them ideal for situations where interpersonal relationships are neglected, such as crowd working. Crowd workers frequently work independently without any significant interactions with other people (Jäger et al. 2019). In crowd work environments, traditional leader-employee relationships are usually not established, which can have a negative impact on employee motivation and performance (Cavazotte et al. 2012). Thus, this thesis examines the impact of an intelligent UAS with leadership and emotional capabilities on employee performance and enjoyment. The leadership capabilities of the intelligent UAS lead to an increase in enjoyment but a decrease in performance. The emotional capabilities of the intelligent UAS reduce the stimulating effect of leadership characteristics. Fourth, this dissertation contributes to understanding how users interact with anticipating UASs. Anticipating UASs are intelligent and interactive, providing users with task-related and emotional stimuli (Maedche et al. 2016). They also have advanced communication interfaces and can adapt to current situations and predict future events (Knote et al. 2018). Because of these advanced capabilities anticipating UASs enable collaborative work settings and often use anthropomorphic design cues to make the interaction more intuitive and comfortable (André et al. 2019). However, these anthropomorphic design cues can also raise expectations too high, leading to disappointment and rejection if they are not met (Bartneck et al. 2009; Mori 1970). To create a successful collaborative relationship between anticipating UASs and users, it is important to understand the impact of anthropomorphic design cues on the interaction and decision-making processes. This dissertation presents a theoretical model that explains the interaction between anthropomorphic anticipating UASs and users and an experimental procedure for empirical evaluation. The experiment design lays the groundwork for empirically testing the theoretical model in future research. To sum up, this dissertation contributes to information systems knowledge by improving understanding of the interaction between UASs and users in different application contexts. It develops new theoretical knowledge based on previous research and empirically evaluates user behavior to explain and predict it. In addition, this dissertation generates new knowledge by prototypically developing UASs and provides new insights for different classes of UASs. These insights can be used by researchers and practitioners to design more user-centric UASs and realize their potential benefits

    Assessment of the Building Situation Tool adoption among firefighters

    Get PDF
    Abstract. Technology and technical tools have become standard resources that first responders use in their work. Throughout an incident, technology serves to improve communications, planning, safety, situational awareness, and decision-making. Certain incidents require specialized tools to resolve the crisis, whether it is for the law enforcement, medical, or firefighter unit to manage. One under-utilized technology is building sensors, recording information on temperature, CO2, smoke, airflow, and movement in the building. While modern buildings include sensors to monitor for potential dangers, that information is not shared with the fire department beyond notification of a fire alert. Despite the considerable number of hardware and software solutions adopted, firefighters in Kainuu, Finland still rely on paper plans when examining indoor disasters. The Building Situation Tool (BUST) was developed to utilize the building sensors and visualize the building as a 3D model, to provide firefighters with a realtime overview of the site during emergencies. The purpose of this study is to investigate the technological competencies of firefighters, determine the usability and ease of use of BUST, and examine the factors that influence the adoption of BUST. The constructs of the Technology Acceptance Model (TAM), selfefficacy, and workplace learning are used. These three constructs provide insight into how the intention to use technology is modeled, how users perceive their knowledge and use of technology, and how the workplace influences learning and performance. A mixed-method approach was used in this study. The firefighter’s technology self-efficacy, perceived usefulness, and ease of were recorded through quantitative questionnaires. The firefighter’s experiences in using the technology and factors that influence adoption were recorded through a questionnaire and interview. The findings show a sufficient level of competency, that first-time users prefer guided instructions, clarity in the user interface, controls, and options to customize the user interface. The findings have practical implications for the future development of BUST and its adoption in the workflow of firefighters
    • …
    corecore