22,950 research outputs found

    Innovation is created by humans, not by systems: an exploration of user involvement in living labs: user motivation versus lead user criteria

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    The past few years companies have become more interested in involving users during the production process of their products. On the other hand, a group of users started to innovate on their own. Users also became interested in becoming part of the production processes themselves. Certain users experience certain needs earlier than others and they enjoy finding solutions for these needs. They are called Lead Users (von Hippel, 2005). Living Labs are one possibility for users to realize this interest to innovate. iLab.o, the Living Lab division of iMinds, has been organizing Living Lab research since 2009. To get a better view on the motivations of this panel, we analyzed the behavior of the involved users from September 2009 to December 2013. We tried to detect Lead Users, but it is not obvious to define people as Lead Users because of the different used definitions. Instead, we divided this panel into three types of users based on the intensity of their involvement: passive, sleeping and active users. A small group of users is extremely active and are been defined as “alpha users”. Based on interviews with these alpha users in November and December 2013, a better view on their motivations to keep participating in Living Lab research was made. In this paper we focus on the participation of these different user types in one research phase type within Living Lab research, more specifically co-creation sessions. By means of a comparative case study, we tried to get a better understanding of the behavior of the different user types. It became clear that in order to keep the panel involved it is important to focus on community building

    Social media fandom for health promotion? Insights from East Los High, a transmedia edutainment initiative

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    As digital media technologies proliferate and social media spaces expand, how does one leverage popularity and cultivate fandom to promote health? Despite the easy entry, broad reach, and interactive features of social media such as Facebook and Twitter, health promoters are unsure how to meaningfully engage users and build lasting online communities. In this article, we examined the Facebook Insights and Twitter hashtag network over a nine-month period for Season 1 of the exemplary transmedia edutainment show East Los High. Premiered on Hulu, the popular entertainment streaming site, East Los High was purposefully designed to serve Latino youths in the United States, spurring conversations and promoting healthy relationships and safe sex practices across different digital platforms. We used Facebook analytics to gauge the audience reach, engagement, and dissemination; developed a 10-indicator index to identify the most successful among the 352 Facebook posts; analysed the position of East Los High in the Facebook co-commenting network; and assessed the top word pairs from those Facebook comments in accordance with the show’s social objectives. We also studied the underlying structure of the Twitter hashtag network representing the interactions between @EastLosHighShow and its 2,136 followers with tweets that included #ELH, #ELHaddict(s), and/or #EastLosHigh. While challenges exist in initiating and maintaining user engagement on these social media platforms, our findings revealed effective and actionable strategies for health promotion by cultivating fandom and building communities on social media.publishedVersio

    Consequences of Content Diversity for Online Public Spaces for Local Communities

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    While there is significant potential for social technologies to strengthen local communities, creating viable online spaces for them remains difficult. Maintaining a reliable content stream is challenging for local communities with their bounded emphases and limited population of potential contributors. Some systems focus on specific information types (e.g. restaurant, events). Others allow many different information types. This paper reports our findings about the consequences of content diversity from a study of neighborhood-oriented Facebook groups. The findings raise questions about the viability of designs for local online communities that focus narrowly on single topics, goals, and audiences

    Fearsquare: hacking open crime data to critique, jam and subvert the 'aesthetic of danger'

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    We present a critical evaluation of a locative media application, Fearsquare, which provocatively invites users to engage with personally contextualized risk information drawn from the UK open data crime maps cross-referenced with geo-located user check-ins on Foursquare. Our analysis of user data and a corpus of #Fearsquare discourse on Twitter revealed three cogent appraisals ('Affect', 'Technical' and 'Critical') reflecting the salient associations and aesthetics that were made between different components of the application and interwoven issues of technology, risk, danger, emotion by users. We discuss how the varying strength and cogency of these public responses to Fearsquare call for a broader imagining and analysis of how risk and danger are interpreted; and conclude how our findings reveal important challenges for researchers and designers wishing to engage in projects that involve the computer-mediated communication of risk

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    INFORMATION TRANSPARENCY AND USER BEHAVIOR IN EMERGING ONLINE MARKETPLACES: EMPIRICAL STUDIES OF SOCIAL MEDIA AND OPEN INNOVATION MARKETS

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    Web 2.0 and social media have significantly increased the amount of information available to users not only about firms and their offerings, but also about the activities of other individuals in their networks and markets. It is widely acknowledged that this increased availability of information is likely to influence a user's behavior and choices. However, there are very few systematic studies of how such increased information transparency influences user behavior in emerging marketplaces. My dissertation seeks to examine the impact of increased information transparency - particularly, information about other individuals - in two emerging platforms. The first essay in my dissertation compares online "social" marketing on Facebook with "non-social" marketing and examines their relative impacts on the likelihood of adoption, usage and diffusion of an "App". While social marketing - wherein a user gets to see which of her other friends have also "liked" the product being marketed- is one of the fastest growing online marketing formats, there are hardly any studies that have examined the value of the social aspect of such marketing. I find that social marketing is associated with increased app adoption, usage, and diffusion as compared to non-social marketing. The study also uncovers interesting tradeoffs between the effects of different types of "social" information on user behavior outcomes. The second essay examines the behavior of contestants in an open innovation design marketplace, wherein firms seek solutions from a crowd through an online contest. The study examines how the availability of information about other contestants as well as the availability of feedback information provided to others by the contest holder, impacts a focal contestant's behavior and outcomes. I find that contestants adopt different strategic behaviors that increase their odds of winning the contest under the different information-transparency regimes. The findings have interesting implications for the design of online contests and crowdsourcing markets. Overall, my dissertation provides a deeper understanding of how the visibility of different types of information in online platforms impacts individual behaviors and outcomes

    Philanthropy and Social Media

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    We define social media as online or digital technologies that serve to connect people, information and organisations through networks. The term evolved as a way to -distinguish the emerging online -information platforms from traditional "broadcast media" -- TV, radio, film, newspapers -- by highlighting that these new tools -were "socialised" and allowed the audiences to contribute to their content. Social media have therefore become defined in relation to these existing media channels, but in fact they have their ancestry in existing social technologies, like the telephone and the letter. If traditional media connect people to information, social media connect people to people

    Fan Responses to Virtual Reality Sport Sponsorship Activations: The Influence of Presence on Emotion and Attitude Formation

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    Considering the massive financial investment into sport sponsorship and the growth of the industry, it is important for managers to understand the strategic implications of their partnership decisions. This is even more essential in the current marketing landscape where advertising clutter and limited attention spans are rampant. Consequentially, experiential marketing has emerged to combat these challenges and provide consumers with unique and memorable experiences. Further, virtual reality (VR) has surfaced as a possible experiential marketing tool in that it has the capabilities of simulating one’s presence in a virtual environment: potentially creating those unique and memorable experiences. With sponsorship activation transitioning into an online environment further accelerated by the COVID-19 pandemic, the capabilities of virtual reality make it an attractive option to sport marketers. Presently, this technology is being applied without a clear purpose due to the newness of the platform and the lack of research and understanding regarding its true value. Thus, it is critical to examine how media modes, such as VR, may affect the impact of sponsorship messaging. In exploring sponsorship activation specifically, this study aimed to examine the use of 360-degree video and virtual reality as activation components, and if traditional non-immersive (phone, tablet, laptop, or desktop) and immersive (virtual reality) technologies differ in terms of their influence on important sponsor outcomes such as eliciting emotions and influencing attitudes. This study employed a survey design to compare responses between two groups. The first group experienced a 360-degree sport sponsorship activation video using non-immersive media while the second group experienced the same video in VR. A total of 114 responses were collected (57 in each group). Responses were then analyzed using two-way independent sample t-tests to find any statistically significant differences. Results showed that non-immersive respondents reported higher ratings of arousal compared to immersive respondents. Notably, there was a clear desire for 360-degree activation content from all users regardless of media mode. This study serves as a preliminary basis of valuation for virtual reality technology as it applies to sponsorship activation
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