34,874 research outputs found

    BRINGING E-BUSINESS TO RURAL REGIONS THROUGH TELECENTRE NETWORKS

    Get PDF
    In the present paper, I am trying to emphasize that telecentres � despite the difficulties they are facing due to last years� technological changes � could still be helpful in promoting the principles of the Lisbon Agenda. They could provide access to ICT in rural regions with underdeveloped and remote infrastructure, thus integrating relatively isolated communities into national and international information networks. They could be means of regional and / or rural economic development by transferring expertise in a number of areas, such as agriculture or rural tourism to and from the community. They could also improve the degree of local employment by offering teleworking opportunities. Last, but not least they could support the training of local people by using eLearning techniques, pointing out new regional trajectories to the knowledge economy. Telecentres could play an important role in establishing knowledge society and in reducing the �digital divide� that still exists between different EU-regions. My paper starts by presenting some basic ideas, such as telecentres and their role in rural development, it goes on with a brief overview of the role which telecenter networks could play in the new European informational landscape and it ends with a presentation of the case of Romania.Telecentre, Community Informatics, Regional Economics, Rural Development, Knowledge Society

    Talking to the Empowered Consumer Dealing with the Shift of Power

    Get PDF
    The concept of the empowered consumer cannot be considered as a field of exact scientific research yet. Nevertheless, it has become part of scholars’ interest and gains more and more importance in the research of organisational relationships with customers. It is suggested that two influencing criteria are especially at the forefront: The emergence of the Internet, which effected that barriers to collect and to disseminate information across boundaries were decisively reduced. As a consequence consumers could organise globally and collect and exchange information and experiences about organisations and their products. Furthermore, flexible interactivity between companies and consumers, but particularly from consumers to consumers enable direct interaction changing many previously established rules of doing business. Due to these new opportunities new business models developed and the proposition is that intangible values such as reputation gained even more importance and influence tangible outcomes. Suggestions are that 1.), this concept links communication, corporate behaviour and legitimacy of activities influencing reputation as a driver of value. 2.), reputation as a corporate asset can be managed but it is beyond the pure control of an organisation. 3.), reputation is part of public perception, which an organisation has to build, maintain and expand depending on communicative abilities and willingness to accept consumers as a centre of power. The following discussion will present Grunig et al.’s communication model explaining changed organisational challenges. It is put forward as a framework for marketing for times in which online opportunities added to the earlier b2b and b2c models c2c and P2P considerations and architectures. The annual studies of the market research institute puls undertaking regular representative research among German consumers since November 2005 will present evidence for the relationship of improved prices, which may be achieved, and the perception a firm possesses. This paper deals mostly with German examples and data, but the hypothesis is that a) the general situation in other Western countries is alike, but needs b) specific additional research, since cultural differences are expected to have a considerable influence, especially when criteria such as individualist and collectivist organisation of society and high and low context communication styles are involved. Hence, the results of the same study in different countries are therefore expected to present some variation. Additionally, the Cluetrain Manifesto challenges corporate behaviour of those companies still believing to have the ability to control information disseminated by and written about it. Examples provided will support the hypothesis that powerful consumers may have significant impact on organisational behaviour, decision-making and outcomes. Keywords: Empowered Consumer Concept, Symmetric Two-way communication, Reputation, c2c, P2

    Evolving a software development methodology for commercial ICTD projects

    Get PDF
    This article discusses the evolution of a “DistRibuted Agile Methodology Addressing Technical Ictd in Commercial Settings” (DRAMATICS) that was developed in a global software corporation to support ICTD projects from initial team setup through ICT system design, development, and prototyping, to scaling up and transitioning, to sustainable commercial models. We developed the methodology using an iterative Action Research approach in a series of commercial ICTD projects over a period of more than six years. Our learning is reflected in distinctive methodology features that support the development of contextually adapted ICT systems, collaboration with local partners, involvement of end users in design, and the transition from research prototypes to scalable, long-term solutions. We offer DRAMATICS as an approach that others can appropriate and adapt to their particular project contexts. We report on the methodology evolution and provide evidence of its effectiveness in the projects where it has been used

    Interpreting infrastructure: Defining user value for digital financial intermediaries.

    Get PDF
    The 3DaRoC project is exploring digital connectivity and peer-to-peer relationships in financial services. In the light of the near collapse of the UK and world financial sector, understanding and innovating new and more sustainable approaches to financial services is now a critical topic. At the same time, the increasing penetration and take-up of robust high-speed networks, dependable peerto- peer architectures and mobile multimedia technologies offer novel platforms for offering financial services over the Internet. These new forms of digital connectivity give rise to opportunities in doing financial transactions in different ways and with radically different business models that offer the possibility of transforming the marketplace. One area in the digital economy that has had such an effect is in the ways that users access and use digital banking and payment services. The impact of the new economic models presented by these digital financial services is yet to be fully determined, but they have huge potential as disruptive innovations, with a potentially transformative effect on the way that services are offered to users. Little is understood about how technical infrastructures impact on the ways that people make sense of the financial services that they use, or on how these might be designed more effectively. 3DaRoC is exploring this space working with our partners and end users to prototype and evaluate new online, mobile, ubiquitous and tangible technologies, exploring how these services might be extended.Executive Summary: Drawing from Studies of Use - the value, use and interpretation of infrastructure in digital intermediaries to their users. The UK economy has a huge dependence on financial services, and this is increasingly based on digital platforms. Innovating new economic models around consumer financial services through the use of digital technologies is seen as increasingly important in developed economies. There are a number of drivers for this, ranging from national economic factors to the prosaic nature of enabling cheap, speedy and timely interactions for users. The potential for these new digital solutions is that they will allay an over-reliance on the traditional banking sector, which has proved itself to be unstable and risky, and we have seen a number of national policy moves to encourage growth in this sector. Partly as a result of the 2008 banking crisis, there has been an explosion in peer-to-peer financial services for non-professional consumers. These organisations act as intermediaries between users looking to trade goods or credit. However, building self-sustaining or profitable financial services within this novel space is itself fraught with commercial, regulatory, technical and social problems. This document reports on the value, use and interpretation of infrastructure in digital intermediaries to their users, describing analysis of contextual field studies carried out in two retail digital financial intermediary organisations: Zopa Limited and the Bristol Pound. It forms the second milestone document in the 3DaRoC project, developing patterns of use that have arisen on the back of the technical infrastructures in the two organisations that form cases for examination. Its purpose is to examine how the two different technical infrastructures that underpin the transactions that they support–composed of the back-office hardware and software, data structures, the networking and communications technologies used, supported consumer devices, and the user interfaces and interaction design–have provided opportunities for users to realise their financial and other needs. While we orient towards the issues of service use (and its problems), we also examine the activities and expectations of their various users. Our research has involved teams from Lancaster University examining Zopa and Brunel University focusing on the Bristol Pound over approximately a one-year period from October 2013 to October 2014. Extensive interviews, document analysis, observation of user interactions, and other methods have been employed to develop the process analyses of the firms presented here. This report comprises of three key sections: descriptions of the user demographics for Zopa and the Bristol Pound, a discussion about the user experience and its role in community, and an examination of the role of usage data in the development of these a products. We conclude with final analytical section drawing preliminary conclusions from the research presented.The 3DaRoC project is funded by the RCUK Digital Economy ‘Research in the Wild’ theme (grant no. EP/K012304/1)

    Social Media Roadmaps. Exploring the futures triggered by social media.

    Get PDF
    Social media refers to a combination of three elements: content, user communities and Web 2.0 technologies. This foresight report presents six roadmaps of the anticipated developments of social media in three themes: society, companies, and local environment. One of the roadmaps, the meta-roadmap, is the synthesis of them all. The society sub-roadmap explores societal participation through communities. There are three sub-roadmaps relating to companies: interacting with companies through communities, social media in work environment, and social media enhanced shopping. The local environment sub-roadmap looks at social media in local environment. The roadmapping process was carried out through two workshops at VTT. The results of the report are crystallized into five main development lines triggered by social media. First development line is transparency referring to its increasing role in society, both with positive and negative consequences. The second development line is the rise of ubiquitous participatory communication model. This refers to an increase of two-directional and community-based interactivity in every field, where it has some added value. The third development is reflexive empowerment. This refers to the role of social media as an enabler of grass-root community collaboration. The fourth development line is the duality personalization/fragmentation vs. mass effects/integration. Personalization /fragmentation emphasises the tailoring of the web services and content. This development is counterweighted by mass effects/integration, like the formation of super-nodes in the web. The fifth development line is the new relations of physical and virtual worlds. This development line highlights the idea that practices induced by social media, e.g. communication, participation, co-creation, feedback and rating, will get more common in daily environment, and that virtual and physical worlds will be more and more interlinked.</p
    corecore