1,435 research outputs found

    Knowledge Sharing in Platform Ecosystems through Sponsored Online Communities: The Influence of User Roles and Media Richness

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    Platform ecosystems are characterized by knowledge boundaries that arise between the platform owner and third-party developers. Although major platform owners such as Microsoft and SAP nurture sponsored online communities to overcome knowledge boundaries in their ecosystem, the peculiarities of such communities are yet to be examined. Drawing upon the lead user and media richness theory, we investigate how different user roles and media types influence the value of a knowledge contribution in such communities. Analyzing one million answers from the SAP Community, we uncovered that both lead users and sponsor representatives are more likely to provide valuable knowledge contributions compared to normal users. Moreover, we show that attachments, code snippets, and links significantly enhance the value of a knowledge contribution. Surprisingly, we find a strong negative moderation effect of code snippets on the contributions of sponsor representatives, but a strong positive moderation effect on the contributions of lead users

    Designing Social Question-and-Answering Interaction Using Goal-Directed Design Method

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    A social question-and-answering (social Q&A) site is an online community where users can ask and answer questions to share their knowledge and all data are publicly accessible. The platform has caught its users’ attention and given them a new way in getting information from other users. However, the growth of social Q&A sites is still followed by some problems faced by its users. This study aims to develop an interaction design of social Q&A using goal-directed design (GDD) method. Compared to User-Centered Design method, the GDD has more specific process. The process accomplished in the development includes four phases: research, modeling, requirement definition, and framework definition. The research phase was done by conducting literature review and potential user interview. The modeling phase was carried out to explore behavior patterns, and combine them into user model. The requirement definition was conducted to determine product functionality and design. In this phase, user scenarios that describe how a persona uses the product were developed. The framework definition phase focused on an interaction framework which was conducted through six steps. The series of phases resulted in personas, scenarios, requirements, and wireframes of the product. Social Q&A product developed in the study is one that is specialized for asking and sharing information about studying abroad. The design was developed in the form of product wireframes and key path scenarios along with storyboards that describe interaction in the product. Key path scenarios were constructed based on tasks personas could perform in the product. Further works include developing visual design framework and conducting usability testing of the design to potential users

    Performance Studies on 2S Module Prototypes for the Phase-2 Upgrade of the CMS Outer Tracker

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    E-mentoring in Online Programming Communities : Opportunities, Challenges, Activities and Strategies

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    Mentoring is known to effectively improve professional development. The advancements in Information Technology area have positively impacted the process of mentoring through a more technology-mediated form of mentoring known as e-mentoring or online mentoring. Online mentoring had a particularly strong effect in improving the learning opportunities in online programming communities where mentees and mentors interact with each other from around the world in a mutually beneficial learning experience and collaboration. Yet, the lack of a coherent understanding of different characteristics (e.g., opportunities, challenges, activities, and strategies employed by mentees and mentors) of e-mentoring in online programming communities and lack of knowledge about mentoring aspects of applying e-mentoring in different types of online programming platforms inhibit us from an informed design or redesign of systems for e-mentoring in such communities. With a specific focus on those shortcomings, this research presents several empirical studies to advance the understanding of e-mentoring in online programming communities. First, we investigate the emerging opportunities and challenges faced by e-mentoring in online programming community. Next, we identify and classify e-mentoring activities carried out in this context. We investigate the strategies employed to overcome e-mentoring challenges in online programming communities. Finally, based on our findings, this dissertation proposes a conceptual framework for augmenting socio-technical systems with e-mentoring. The dissertation also provides comprehensive contributions that enhance the understanding of e-mentoring in online communities and provides improvement recommendations (e.g., encouraging academic members to help by offering their services to online communities as a part of their university work, using chatbots for automated responses to queries, and improving features to manage e-mentoring tasks and projects)

    Improving the user experience of open application programming interface (API) from a digital marketing perspective: A case study in a global telecommunications company

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    Application programming interface (API) is a programming interface that allows different applications to share information, functionality, and other resources with each other. When creating an open-source application programming interface, customer feedback is important. Understanding end-user needs can help improve the interface and target marketing activities. It is known from previous studies that quality of experience (QoE) is the driver for open radio access networks (O-RAN) and that user experience (UX) is what affects system use and leads to actual usage. This subject is relevant in this area of science since the software developer's perspective on open application programming interfaces is often disregarded, resulting in fewer studies. The objective of this thesis is to determine the necessary technological requirements to improve software developers' user experience and attract new customers. This research is based on an empirical study developing an open application programming interface for business-to-business (B2B) customers. The technology that is a central part of the study is programmable wireless network that allows to develop non-real time applications called xApps. This is case study research, which uses both quantitative and qualitative research methods. Information gathered for this research is going to be collected via interviews and surveys from the target group. This thesis's limitation is that the analyzed target group has a limited business market. The empirical data for this research is gathered from a global telecommunication company, from publications about the industry, and surveys and interviews gathered from the target market group. The three main findings of the thesis are related to how building trust among developers and partners is crucial, how developers need to be encouraged to learn something new and how developers that have more experience have fewer expectations. Previous research indicates that discovery about developers that have more experience have fewer expectations is new in this field of study. As a conclusion there are entry level blockages, telecommunication technology development, partner engagement, community, cost, and platform related killers that affect the motivation and prevent investing into an open API platform that specializes in xApps. To create a successful xApp platform the provider company needs to tackle these problems and highlight the possibilities that xApps offer.Sovellusohjelmointirajapinnan (API, Application programming interface) avulla eri sovellukset voivat jakaa tietoja, toimintoja ja muita resursseja keskenään. Avoimen lähdekoodin sovellusohjelmointirajapintaa luotaessa asiakaspalaute on tärkeää. Loppukäyttäjien tarpeiden ymmärtäminen voi auttaa parantamaan rajapintaa ja kohdentamaan markkinointia paremmin. Opinnäytetyön tavoitteena on selvittää, mitkä teknologiset vaatimukset ovat tarpeen ohjelmistokehittäjien käyttökokemuksen parantamiseksi ja uusien asiakkaiden houkuttelemiseksi. Aiemmista tutkimuksista tiedetään, että kokemuksen laatu (QoE) on avointen radioliityntäverkkojen (O-RAN) liikkeelle paneva voima ja, että käyttökokemus (UX) vaikuttaa järjestelmän käyttöön ja johtaa varsinaiseen käyttöön. Aiheella on merkitystä tällä tieteen alalla, koska ohjelmistokehittäjän näkökulma avoimiin sovellusohjelmointirajapintoihin jää usein huomiotta, jolloin ohjelmistokehittäjän näkökulmasta tietoa löytyy vähemmän. Tutkimus perustuu empiiriseen tutkimukseen, jossa kehitetään avoimen sovelluksen ohjelmarajapintaa yritysten välisille asiakkaille (B2B). Tutkimuksen keskeisenä teknologiana on ohjelmoitava langaton verkko, jonka avulla voidaan kehittää ei-reaaliaikaisia xApp-sovelluksia. Tämä tutkimus on tapaustutkimus, jossa on käytetty sekä kvantitatiivisia että kvalitatiivisia tutkimusmenetelmiä. Tutkimusta varten tietoa on kerätty kohderyhmän haastatteluilla ja kyselyillä. Tutkimuksen rajoituksena on, että analysoidulla kohderyhmällä on rajalliset liiketoimintamarkkinat. Empiirinen data tähän tutkimukseen on kerätty globaalista tietoliikenneyhtiöstä, alan julkaisuista sekä kohderyhmältä kerätyistä kyselyistä ja haastatteluista. Opinnäytetyön kolme päähavaintoa ovat, että luottamuksen rakentaminen kehittäjien ja kumppaneiden keskuudessa on ratkaisevan tärkeää, kehittäjiä tulee kannustaa oppimaan uutta ja kokeneemmilla kehittäjillä on vähemmän odotuksia. Aiemmat tutkimukset osoittavat, että löytö siitä, että kokeneemmilla kehittäjillä on vähemmän odotuksia, on uusi tällä tutkimusalalla. Johtopäätöksenä lähtötason pullonkaulat, viestintäteknologian kehitys, kumppanuussitoutuminen, yhteisön, kustannusten ja alustan tappajat vaikuttavat motivaatioon ja heikentävät investointia xAppeihin erikoistuneeseen avoimeen API-alustaan. Menestyvän xApp-alustan luomiseksi yrityksen on puututtava näihin ongelmiin ja tuotava esiin xAppien tarjoamat mahdollisuudet
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