22 research outputs found

    Quantified vehicles: data, services, ecosystems

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    Advancing digitalization has shown the potential of so-called Quantified Vehicles for gathering valuable sensor data about the vehicle itself and its environment. Consequently, (vehicle) Data has become an important resource, which can pave the way to (Data-driven) Services. The (Data-driven Service) Ecosystem of actors that collaborate to ultimately generate services, has only shaped up in recent years. This cumulative dissertation summarizes the author's contributions and includes a synopsis as well as 14 peer-reviewed publications, which contribute to answer the three research questions.Die Digitalisierung hat das Potenzial fĂŒr Quantified Vehicles aufgezeigt, um Sensordaten ĂŒber das Fahrzeug selbst und seine Umgebung zu sammeln. Folglich sind (Fahrzeug-)Daten zu einer wichtigen Ressource der Automobilindustrie geworden, da sie auch (datengetriebene) Services ermöglichen. Es bilden sich Ökosysteme von Akteuren, die zusammenarbeiten, um letztlich Services zu generieren. Diese kumulative Dissertation fasst die BeitrĂ€ge des Autors zusammen und enthĂ€lt eine Synopsis sowie 14 begutachtete Veröffentlichungen, die zur Beantwortung der drei Forschungsfragen beitragen

    Usability of disaster apps : understanding the perspectives of the public as end-users : a dissertation presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Emergency Management at Massey University, Wellington, New Zealand

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    Listed in 2020 Dean's List of Exceptional ThesesMultiple smartphone applications (apps) exist that can enhance the public’s resilience to disasters. Despite the capabilities of these apps, they can only be effective if users find them usable. Availability does not automatically translate to usability nor does it guarantee continued usage by the target users. A disaster app will be of little or no value if a user abandons it after the initial download. It is, therefore, essential to understand the users’ perspectives on the usability of disaster apps. In the context of disaster apps, usability entails providing the elements that effectively facilitate users in retrieving critical information, and thus enabling them to make decisions during crises. Establishing good usability for effective systems relies upon focussing on the user whereby technological solutions match the user’s needs and expectations. However, most studies on the usability of disaster context technologies have been conducted with emergency responders, and only a few have investigated the publics’ perspectives as end-users. This doctoral project, written within a ‘PhD-thesis-with-publication’ format, addresses this gap by investigating the usability of disaster apps through the perspectives of the public end-users. The investigation takes an explicitly perceived usability standpoint where the experiences of the end-users are prioritised. Data analysis involved user-centric information to understand the public’s context and the mechanisms of disaster app usability. A mixed methods approach incorporates the qualitative analysis of app store data of 1,405 user reviews from 58 existing disaster apps, the quantitative analysis of 271 survey responses from actual disaster app users, and the qualitative analysis of usability inquiries with 18 members of the public. Insights gathered from this doctoral project highlight that end-users do not anticipate using disaster apps frequently, which poses particular challenges. Furthermore, despite the anticipated low frequency of use, because of the life-safety association of disasters apps, end-users have an expectation that the apps can operate with adequate usability when needed. This doctoral project provides focussed outcomes that consider such user perspectives. First, an app store analysis investigating user reviews identified new usability concerns particular to disaster apps. It highlighted users’ opinion on phone resource usage and relevance of content, among others. More importantly, it defined a new usability factor, app dependability, relating to the life-safety context of disaster apps. App dependability is the degree to which users’ perceive that an app can operate dependably during critical scenarios. Second, the quantitative results from this research have contributed towards producing a usability-continuance model, highlighting the usability factors that affect end-users’ intention to keep or uninstall a disaster app. The key influences for users’ intention to keep disaster apps are: (1) users’ perceptions as to whether the app delivers its function (app utility), (2) whether it does so dependably (app dependability), and (3) whether it presents information that can be easily understood (user-interface output). Subsequently, too much focus on (4) user-interface graphics and (5) user-interface input can encourage users to uninstall apps. Third, the results from the qualitative analysis of the inquiry data provide a basis for developing guidelines for disaster app usability. In the expectation of low level of engagement with disaster app users, the guidelines list recommendations addressing information salience, cognitive load, and trust. This doctoral project provides several contributions to the body of knowledge for usability and disaster apps. It reiterates the importance of investigating the usability of technological products for disasters and showcases the value of user-centric data in understanding usability. It has investigated usability with particular attention to the end-users’ perspectives on the context of disaster apps and, thus, produces a theoretical usability-continuance model to advance disaster app usability research and usability guidelines to encourage responsible design in practice

    Investigating Military Instructors\u27 Experiences with Students\u27 Use of Personal Technology: A Phenomenological Study

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    This transcendental phenomenological study examined the teaching experiences of military instructors who leverage student BYODs in their teaching practices within an enlisted training institution located in the southeastern United States. Employing Dewey’s social transmission theory and Mezirow’s transformational learning theory, this study answered the central research question: How do military instructors describe their teaching experiences when incorporating student-owned devices into teaching/learning activities? Guiding questions sought to address instructor modifications to their teaching practices in pursuit of productive student collaboration and discourse in response to students’ use of their personal devices in the classroom. Purposeful sampling was used to recruit 12 participants who experienced the phenomenon while serving as an instructor in an institution which permits the use of student BYODs in the classroom. Data were collected through a qualitative survey, interviews, and focus groups, and analyzed using phenomenological reduction processes to develop themes and insights into participant responses. Four themes emerged to answer the research questions: adopting a BYOD culture, student primacy, BYOD instructor attributes, and learner ownership. The findings corroborated and extended prior research with a better understanding of how students’ BYOD-use impacts military occupational training instructors. This study may also inform a practical application by understanding how instructors describe their experiences, and how they are hired, developed, placed, and sustained in DoD institutions which enable student BYOD-use. Future research should consider a broader group of participants and the inclusion of quantitative methods

    I am not content: consequences of managing a likable female image in "onlife"

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    This doctoral inquiry undertaken between 2015 and 2022 investigates the following premise: Women have to be “likeable” to be seen, thus becoming “content” for social media. The investigation employs an interdisciplinary approach, drawing from the fields of visual arts, social media studies, political theory and feminist studies. At the outset of the research, Jodi Dean’s essay Communicative Capitalism: Circulations and the Foreclosure of Politics (2005), along with Luciano Floridi’s concept of ‘onlife’ (2012), serve as key catalysts with subsequent writings emerging from a constellation of material feminism used to elaborate critical thinking on LIKES and likability as a matter. This research project employs the concept of “exhibition-as-chapter” (e-a-c), specifically designed for this inquiry. The aim is to drive material artistic experimentation to the fore, as a means to critically disrupt circulation. The e-a-c functions both as a system, and a method. In this approach I delve into the operative nature of the database, establishing a set of rules that physicalises the invisible instructions of the digital. The outcome is three e-a-c’s, that contribute to the creation of a fine-art practice that, whilst rooted in photography, combines with other mediums to draw attention to the developing situations of inequality and imbalance in the arts and wider public life for women artists. The original contribution to knowledge lies in identifying and developing a theory of LIKES and likability as having material consequences, especially for women in 'onlife'. I propose that the concept of likability enables researchers to understand and interpret how women are engaged with as online content. Moreover, LIKES emerge as a significant characteristic of surveillance capitalist production, influencing contemporary art worlds, and shaping artists’ livelihoods. The final submission of complementary writing makes an original contribution to scholarship in the fields of expanded photography, visual art, and education, with additional impacts on feminist theory and philosophies of the body

    Metafore mobilnih komunikacija ; ĐœĐ”Ń‚Đ°Ń„ĐŸŃ€Ń‹ ĐŒĐŸĐ±ĐžĐ»ŃŒĐœĐŸĐč сĐČŃĐ·Đž.

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    Mobilne komunikacije su polje informacione i komunikacione tehnologije koje karakteriĆĄe brzi razvoj i u kome se istraĆŸivanjem u analitičkim okvirima kognitivne lingvistike, zasnovanom na uzorku od 1005 odrednica, otkriva izrazito prisustvo metafore, metonimije, analogije i pojmovnog objedinjavanja. Analiza uzorka reči i izraza iz oblasti mobilnih medija, mobilnih operativnih sistema, dizajna korisničkih interfejsa, terminologije mobilnih mreĆŸa, kao i slenga i tekstizama koje upotrebljavaju korisnici mobilnih naprava ukazuje da pomenuti kognitivni mehanizmi imaju ključnu ulogu u olakĆĄavanju interakcije između ljudi i ĆĄirokog spektra mobilnih uređaja sa računarskim sposobnostima, od prenosivih računara i ličnih digitalnih asistenata (PDA), do mobilnih telefona, tableta i sprava koje se nose na telu. Ti mehanizmi predstavljaju temelj razumevanja i nalaze se u osnovi principa funkcionisanja grafičkih korisničkih interfejsa i direktne manipulacije u računarskim okruĆŸenjima. Takođe je analiziran i poseban uzorak od 660 emotikona i emođija koji pokazuju potencijal za proĆĄirenje značenja, imajući u vidu značaj piktograma za tekstualnu komunikaciju u vidu SMS poruka i razmenu tekstualnih sadrĆŸaja na druĆĄtvenim mreĆŸama kojima se redovno pristupa putem mobilnih uređaja...Mobile communications are a fast-developing field of information and communication technology whose exploration within the analytical framework of cognitive linguistics, based on a sample of 1005 entries, reveals the pervasive presence of metaphor, metonymy analogy and conceptual integration. The analysis of the sample consisting of words and phrases related to mobile media, mobile operating systems and interface design, the terminology of mobile networking, as well as the slang and textisms employed by mobile gadget users shows that the above cognitive mechanisms play a key role in facilitating interaction between people and a wide range of mobile computing devices from laptops and PDAs to mobile phones, tablets and wearables. They are the cornerstones of comprehension that are behind the principles of functioning of graphical user interfaces and direct manipulation in computing environments. A separate sample, featuring a selection of 660 emoticons and emoji, exhibiting the potential for semantic expansion was also analyzed, in view of the significance of pictograms for text-based communication in the form of text messages or exchanges on social media sites regularly accessed via mobile devices..

    Framework para GestĂŁo de Dispositivos MĂłveis: mĂłdulo inventĂĄrio

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    Dissertação de Mestrado em Engenharia InformĂĄticaO nĂșmero e diversidade de dispositivos mĂłveis utilizados em contexto pessoal e contexto empresarial Ă© um fenĂłmeno em franco crescimento. Este fenĂłmeno conhecido como Bring Your Own Device (BYOD) Ă© um dos desafios que as empresas tĂȘm de enfrentar. Se por um lado o BYOD promove a satisfação pessoal e a produtividade, por outro, a gestĂŁo de dispositivos mĂłveis e a segurança dos dados tornam-se mais complexas. Existem vĂĄrias soluçÔes no mercado, apontadas como partes vitais da infraestrutura empresarial, no processo de gestĂŁo de dispositivos mĂłveis (Mobile Device Management – MDM). Uma vez que tendem a agregar inĂșmeras funcionalidades, sĂŁo conhecidos alguns problemas associados a estas soluçÔes, como por exemplo a invasĂŁo da privacidade nos dispositivos pessoais e a possibilidade de disrupção com outras soluçÔes em uso nas empresas, para alĂ©m de outros. Para evitar esta situação propomos a criação de uma framework modular para a gestĂŁo de dispositivos mĂłveis, com uma abordagem focada na segurança dos dados organizacionais e na separação do contexto user vs enterprise. A framework serĂĄ baseada em Web Services, e o objetivo Ă© o de permitir que uma empresa adote ou integre apenas os serviços necessĂĄrios, reduzindo o nĂșmero de aplicaçÔes em uso e o custo de propriedade. O primeiro mĂłdulo a implementar Ă© o de inventariação de dispositivos mĂłveis.The number of personal mobile devices used inside company’s network continues to grow. This phenomenon known as Bring Your Own Device (BYOD) is one of the challenges the companies have to face sooner or later. In one hand, BYOD improve staff satisfaction and productivity, in the other, the mobile devices management and data security get more complex. There are several solutions in the market pointed as vital part of enterprises infrastructure for mobile devices management (MDM), however, some issues arise with these solutions. Privacy invasion in personal devices, and disruption with legacy systems due to several functionalities aggregation is some of them. To avoid this problem, we propose a modular framework for mobile devices management, with an approach focused in organizations data security and users versus enterprises context separation. This will be a Web Service based framework, and the goal is to allow that companies can use or adopt only the necessary services, cutting unnecessary applications and reducing costs of ownership. The first module to develop is an inventory system for mobile devices

    Sustainable interaction with digital technologies : fostering pro-environmental behavior and maintaining mental health

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    One of the most essential challenges of the twenty-first century is to realize sustainability in everyday behavior. Daily, partly unconscious decisions influence environmental sustainability. Such everyday choices are increasingly shifted toward digital environments, as digital technologies are ubiquitous in a wide variety of everyday contexts. This yields the great potential to positively influence the users behavior toward more environmental sustainability when interacting with digital technologies, for example, through the use of digital nudging. But besides these benefits, research indicates that interacting with digital technologies can lead to a specific form of stress, also known as technostress, that can cause adverse health outcomes. Individuals increasingly suffer from or are at risk of mental health issues like depression or burnout. This demonstrates that it is essential to ensure a sustainable interaction with digital technologies that is both environmentally friendly and healthy, especially for the mind. Addressing individuals interaction with digital technologies requires a broad understanding from all perspectives. The Human-Computer-Interaction (HCI) framework represents a guiding structure for studying the interaction of humans with digital technologies. Along with the guiding structure of the HCI framework, the seven research articles included in this dissertation aim to contribute to sustainable interaction with digital technologies. The focus is on two outcomes resulting from the interaction: First, fostering pro-environmental behavior and, second, maintaining mental health. After an introductory first chapter, Chapter 2 focuses on the outcome of fostering pro-environmental behavior when interacting with digital technologies using digital nudging. Chapter 2.1 contributes to a deeper understanding of the effectiveness of DNEs in different behavioral contexts (HCI perspective context) that influence the individuals pro-environmental behavior (e.g., e-commerce shopping behavior). Chapters 2.2 and 2.3 zoom in on two of the behavioral contexts described in Chapter 2.1 to investigate and test the design and effectiveness of specific DNEs in an e-commerce shop and a smart home app (HCI perspective technology) through online experiments. While prior research concentrated on the effectiveness of different feedback nudge features (FNFs) (e.g., different update frequencies), Chapter 2.4 investigates the influence of 25 identified FNFs on user satisfaction in a smart home app through a card sorting approach followed by an online survey based on the Kano model (HCI perspective human). Chapter 3 puts focuses on the outcome of maintaining mental health when interacting with digital technologies, thus avoiding technostress. Chapter 3.1 concentrates on the role of the organization in preventing technostress among their employees (HCI perspective context). It introduces and characterizes 24 primary and secondary technostress prevention measures and determines the relevance of primary prevention measures in reducing different sources of technostress (technostress creators). Out of the 24 technostress prevention measures, two specific measures (adopt a stress-sensitive digital workplace design and use gamification) are addressed in Chapters 3.2 and 3.3. Through a large-scale online survey, Chapter 3.2 derives an understanding of the characteristic profiles of technologies used at the digital workplace, their interplay, and how they influence technostress (HCI perspective technology). Chapter 3.3 focuses on the individuals appraisal (HCI perspective human) of a demanding situation when interacting with digital technologies. After conducting an online experiment, Chapter 3.3 finds that the integration of gamification elements (e.g., points or levels) in digital technologies can reduce the individuals threat appraisal. Lastly, Chapter 4 discusses the results of the seven included research articles and provides an outlook for future research. In summary, this dissertation aims to provide research and practice with new insights into creating a sustainable interaction with digital technologies to foster pro-environmental behavior and maintain mental health.Die nachhaltige Gestaltung des Lebens eine der zentralen Herausforderung des einundzwanzigsten Jahrhunderts. AlltĂ€gliche, teils unterbewusste Entscheidungen haben Einfluss auf die ökologische Nachhaltigkeit. Diese Entscheidungen werden durch die AllgegenwĂ€rtigkeit digitaler Technologien zunehmend in digitalen Umgebungen getroffen. Dies birgt das Potenzial, die Entscheidungen und somit das Verhalten der Nutzer:innen bei der Interaktion mit digitalen Technologien, beispielsweise durch Digital Nudging, positiv in Richtung ökologischer Nachhaltigkeit zu beeinflussen. Doch neben diesen Vorteilen zeigt die Forschung, dass die Interaktion mit digitalen Technologien eine spezifische Form von Stress, bekannt unter dem Begriff Technostress, auslösen kann, die zu negativen gesundheitlichen Folgen fĂŒhren kann. Immer mehr Menschen leiden unter psychischen Krankheiten wie Depressionen oder Burnout oder sind akut gefĂ€hrdet, diese zu entwickeln. Das zeigt, dass eine nachhaltige Interaktion mit digitalen Technologien sowohl umweltfreundlich als auch gesund, insbesondere fĂŒr die Psyche, sein sollte. Das erfordert zunĂ€chst ein umfassendes VerstĂ€ndnis fĂŒr die Problematik und muss deshalb aus allen relevanten Perspektiven betrachtet werden. Das Human-Computer-Interaction (HCI) Framework stellt eine Struktur fĂŒr die Untersuchung der Interaktion von Menschen mit digitalen Technologien bereit. Das Framework stellt einen ganzheitlichen Ansatz zur Strukturierung und Klassifizierung der Forschung entlang der drei verschiedenen Perspektiven dar. Orientiert an dieser Struktur zielen die sieben Forschungsartikel dieser Dissertation darauf ab, einen Beitrag zur nachhaltigen Interaktion mit digitalen Technologien zu leisten. Dabei liegt der Fokus auf den beiden Ergebnissen der Förderung des umweltfreundlichen Verhaltens und der Aufrechterhaltung der psychischen Gesundheit. Nach dem einleitenden ersten Kapitel fokussiert Kapitel 2 die Förderung eines umweltfreundlichen Verhaltens bei der Interaktion mit digitalen Technologien durch die Verwendung von Digital Nudging. Durch eine strukturierte Literaturanalyse und der anschließenden Entwicklung eines Frameworks trĂ€gt Kapitel 2.1 zu einem tieferen VerstĂ€ndnis und einem Überblick der EffektivitĂ€t von DNEs in verschiedenen Verhaltenskontexten (HCI Perspektive Kontext), die umweltfreundliches Verhalten bestimmen (z.B. Einkaufsverhalten), bei. In den Kapiteln 2.2 und 2.3 werden zwei der in Kapitel 2.1 betrachteten Kontexte vertieft und sowohl das Design als auch die EffektivitĂ€t spezifischer DNEs in einem E-Commerce-Shop (Kapitel 2.2) und einer Smart Home App (Kapitel 2.3) in Online-Experimenten untersucht (HCI Perspektive Technologie). Kapitel 2.4 konzentriert sich das gut erforschte und wirksame DNE Feedback zur Förderung von energiesparendem Verhalten. WĂ€hrend sich bisherige Forschung auf die EffektivitĂ€t verschiedener Feedback Nudge Features (FNFs) konzentriert (z.B. unterschiedliche Aktualisierungsfrequenzen), wird in Kapitel 2.4 der Einfluss von 25 identifizierten FNFs auf die Nutzerzufriedenheit mit Hilfe eines Card Sortings und einer Online-Befragung basierend auf dem Kano Modell untersucht (HCI Perspektive Mensch). In Kapitel 3 liegt der Schwerpunkt auf dem Ziel der Aufrechterhaltung der psychischen Gesundheit und somit der Vermeidung von Technostress. Kapitel 3.1 konzentriert sich auf die Rolle der Organisation bei der PrĂ€vention von Technostress bei Mitarbeiter:innen (HCI Perspektive Kontext). Basierend auf einer Delphi-Studie werden 24 primĂ€re und sekundĂ€re Technostress-PrĂ€ventionsmaßnahmen vorgestellt und charakterisiert, sowie deren Relevanz zur Vermeidung von Technostress eingeschĂ€tzt. Von den 24 Maßnahmen werden zwei spezifische Maßnahmen (Gestaltung eines stresssensiblen digitalen Arbeitsplatzes" und Einsatz von Gamification) in Kapitel 3.2 und 3.3 behandelt. Kapitel 3.2 trĂ€gt durch eine groß angelegte Umfrage zu einem VerstĂ€ndnis fĂŒr die Charakteristika der am digitalen Arbeitsplatz eingesetzten Technologien und deren Einfluss auf Technostress bei (HCI Perspektive Technologie). Kapitel 3.3 konzentriert sich auf das Individuum und dessen Wahrnehmung einer potenziellen Technostress-Situation bei der Interaktion mit digitalen Technologien (HCI Perspektive Mensch). Durch ein Online-Experiment zeigt sich, dass die Integration von Gamification-Elementen in digitalen Technologien die bedrohende Wahrnehmung der gegebenen Situation des Einzelnen reduzieren kann. Zusammenfassend zielt diese Dissertation darauf ab, Forschung und Praxis mit neuen Erkenntnissen zu einer nachhaltigen Interaktion von Menschen mit digitalen Technologien zu bereichern, die sowohl umweltfreundliches Verhalten fördert als auch die psychische Gesundheit aufrechterhĂ€lt und somit zu den aktuellen NachhaltigkeitsbemĂŒhungen beitrĂ€gt

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    Enhancing Understanding of Digital Traces

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    “How did Galileo demonstrate the veracity of the copernican view of the sun centred universe? Well, the main advances were incremental in their ability to refine glass into lenses, not very sexy, except he could use that to make his own telescopes and see the moons of Jupiter.” - Dr Steven Hyman. (Cahalan, 2019, p 283) Technological advances have repeatedly provided new tools for psychologists to conduct scientific inquiry. Theories regarding cognition, perception and behaviour have been more rigorously falsified or at least tested thanks to computers, electroencephalographs and associated big data sets. Smartphones are among the latest technologies being used for psychological research. Portable devices like these could provide unparalleled access into peoples’real-world behaviour via highly ecologically valid data. However, there are significant obstacles for psychologists to overcome before the potential of smartphones can be fully realised. Part one of this thesis documents multiple newmethodsthat concern the development of smartphone apps for psychological research and provides guidance to ensure subsequent research is compliant with open science practices while maintaining participant privacy.In part two, developed apps are used in research designsthat reveal inconsistencies between objective and self-report assessments ofsmartphone usage. Specifically, objective methodsof measuring smartphone usage reduce the associations to almost zero between ‘screen time’ and health when compared with subjective estimates. Thisfurther demonstrates how the interdisciplinary application ofsmartphone technology can transform applied psychology or at least increase the methodological rigor
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