161,889 research outputs found
Disentangling Achievement Orientation and Goal Setting: Effects on Self-Regulatory Processes
Creativity has been underscored as a key factor to organizational adaptability and competitiveness in today\u27s rapidly changing business environment. Designing as well as managing work environments that facilitate creativity have therefore received growing attention, resulting in a multitude of research examining the social-psychological work environment. Few studies, however, have focused on the contribution of the physical work environment to supporting creativity in the workplace. This study focuses on the role of the physical environment in supporting creativity in organizations by identifying specific physical features and attributes of the work environment perceived to promote or inhibit creativity. The research design compares four organizations publicly acclaimed for their innovative social-psychological work environments, but which are distinctly different in terms of the physical work environment. Quantitative and qualitative data were collected by means of survey questionnaires [N = 1 30). Results indicate that the physical work environment exerts indirect influence on creativity by contributing to two significant social-psychological conditions that are conducive to creativity, namely dynamism and freedom. The study specifies attributes of the physical work environment perceived to be positively and negatively associated with both of these conditions
Evaluating the impact of physical activity apps and wearables: interdisciplinary review
Background: Although many smartphone apps and wearables have been designed to improve physical activity, their rapidly evolving nature and complexity present challenges for evaluating their impact. Traditional methodologies, such as randomized controlled trials (RCTs), can be slow. To keep pace with rapid technological development, evaluations of mobile health technologies must be efficient. Rapid alternative research designs have been proposed, and efficient in-app data collection methods, including in-device sensors and device-generated logs, are available. Along with effectiveness, it is important to measure engagement (ie, usersâ interaction and usage behavior) and acceptability (ie, usersâ subjective perceptions and experiences) to help explain how and why apps and wearables work.
Objectives: This study aimed to (1) explore the extent to which evaluations of physical activity apps and wearables: employ rapid research designs; assess engagement, acceptability, as well as effectiveness; use efficient data collection methods; and (2) describe which dimensions of engagement and acceptability are assessed.
Method: An interdisciplinary scoping review using 8 databases from health and computing sciences. Included studies measured physical activity, and evaluated physical activity apps or wearables that provided sensor-based feedback. Results were analyzed using descriptive numerical summaries, chi-square testing, and qualitative thematic analysis.
Results: A total of 1829 abstracts were screened, and 858 articles read in full. Of 111 included studies, 61 (55.0%) were published between 2015 and 2017. Most (55.0%, 61/111) were RCTs, and only 2 studies (1.8%) used rapid research designs: 1 single-case design and 1 multiphase optimization strategy. Other research designs included 23 (22.5%) repeated measures designs, 11 (9.9%) nonrandomized group designs, 10 (9.0%) case studies, and 4 (3.6%) observational studies. Less than one-third of the studies (32.0%, 35/111) investigated effectiveness, engagement, and acceptability together. To measure physical activity, most studies (90.1%, 101/111) employed sensors (either in-device [67.6%, 75/111] or external [23.4%, 26/111]). RCTs were more likely to employ external sensors (accelerometers: P=.005). Studies that assessed engagement (52.3%, 58/111) mostly used device-generated logs (91%, 53/58) to measure the frequency, depth, and length of engagement. Studies that assessed acceptability (57.7%, 64/111) most often used questionnaires (64%, 42/64) and/or qualitative methods (53%, 34/64) to explore appreciation, perceived effectiveness and usefulness, satisfaction, intention to continue use, and social acceptability. Some studies (14.4%, 16/111) assessed dimensions more closely related to usability (ie, burden of sensor wear and use, interface complexity, and perceived technical performance).
Conclusions: The rapid increase of research into the impact of physical activity apps and wearables means that evaluation guidelines are urgently needed to promote efficiency through the use of rapid research designs, in-device sensors and user-logs to assess effectiveness, engagement, and acceptability. Screening articles was time-consuming because reporting across health and computing sciences lacked standardization. Reporting guidelines are therefore needed to facilitate the synthesis of evidence across disciplines
Emotions in context: examining pervasive affective sensing systems, applications, and analyses
Pervasive sensing has opened up new opportunities for measuring our feelings and understanding our behavior by monitoring our affective states while mobile. This review paper surveys pervasive affect sensing by examining and considering three major elements of affective pervasive systems, namely; âsensingâ, âanalysisâ, and âapplicationâ. Sensing investigates the different sensing modalities that are used in existing real-time affective applications, Analysis explores different approaches to emotion recognition and visualization based on different types of collected data, and Application investigates different leading areas of affective applications. For each of the three aspects, the paper includes an extensive survey of the literature and finally outlines some of challenges and future research opportunities of affective sensing in the context of pervasive computing
Recommended from our members
Modelling 3D product visualisation for online retail atmospherics
Purpose: The Stimulus (S) Organism (O) Responses (R) paradigm has been extensively studied in conventional retailing but has received little attention in the online context. This study aims to investigate the effects of an online retailer atmospheric using three dimensional (3D) product visualisation.
Design/methods/approach: We operationalise 3D antecedents, the main online atmospheric cues, as the âstimulusâ (S) that attracts consumersâ attention towards the online retailer, authenticity of the 3D, hedonic and utilitarian value as the âorganismâ (O) part, and consumersâ behavioural intention as the âresponsesâ (R) part. A hypothetical retailer Web site presents a variety of laptops using 3D product visualisations.
Findings: The control and animated colours represent the main stimuli (S). Furthermore, 3D authenticity, hedonic and utilitarian values are the main determinants of behavioural intentions. The proposed conceptual model achieves acceptable fit and the hypothesised paths are all valid.
Practical implications: Retail website designers can contribute to enhancing consumersâ virtual experience by focusing more on utilitarian and hedonic value. Any 3D flash should include the essential information that consumers seek and consumers should be able to click to any part of the 3D flash to access further information.
Originality/values: To the best of the authorsâ knowledge, this research is the first in the U.K. that uses a U.K. sample to investigate the effects of using 3D product visualisation on consumersâ perceptions and responses. Our research makes an important contribution to the online atmospheric literature by providing a rich explanation of how authenticity of the 3D virtual models adds more information, fun and enhances consumersâ responses towards the online retailer
Design: One, but in different forms
This overview paper defends an augmented cognitively oriented generic-design
hypothesis: there are both significant similarities between the design
activities implemented in different situations and crucial differences between
these and other cognitive activities; yet, characteristics of a design
situation (related to the design process, the designers, and the artefact)
introduce specificities in the corresponding cognitive activities and
structures that are used, and in the resulting designs. We thus augment the
classical generic-design hypothesis with that of different forms of designing.
We review the data available in the cognitive design research literature and
propose a series of candidates underlying such forms of design, outlining a
number of directions requiring further elaboration
Recommended from our members
Group influence on blogs design behaviour
Issues of national culture influence on web design behaviour have been rampant and stimulating on static web pages across the globe. The emergence of a new breed of publication-type web page brought about by the advancement of web technology however, saw a different species of online communication groups. Bloggers as these groups are called; used blogs as their communication and publication tool to distinguish themselves from other websites and online social media users. Since bloggers are groups that are recognised and credited to cultivate their own culture, the idea that national culture has an influence on blogs design behaviour and preferences may have been weakened. Bloggers groups themselves would be the influential factor that determines design preferences of bloggers in a network of blogs. To address the issue, this paper has conducted an assessment on blogs from six countries using content analysis method, national culture traits and SIDE model to ascertain design features characteristics and behaviour. Results from both the global and local blogs in each country showed that blogs design preferences in one country differ between both the global and local bloggers. Furthermore, global bloggers design preferences in countries under observation are found to be similar to one another
- âŠ