654 research outputs found

    Why Customers Value Mass-customized Products: The Importance of Process Effort and Enjoyment

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    We test our hypotheses on 186 participants designing their own scarves with an MC toolkit. After completing the process, they submitted binding bids for "their" products in Vickrey auctions. We therefore observe real buying behavior, not merely stated intentions. We find that the subjective value of a self-designed product (i.e., one's bid in the course of the auction) is indeed not only impacted by the preference fit the customer expects it to deliver, but also by (1) the process enjoyment the customer reports, (2) the interaction of preference fit and process enjoyment, and (3) the interaction of preference fit and perceived process effort. In addition to its main effect, we interpret preference fit as a moderator of the valuegenerating effect of process evaluation: In cases where the outcome of the process is perceived as positive (high preference fit), the customer also interprets process effort as a positive accomplishment, and this positive affect adds (further) value to the product. It appears that the perception of the self-design process as a good or bad experience is partly constructed on the basis of the outcome of the process. In the opposite case (low preference fit), effort creates a negative affect which further reduces the subjective value of the product. Likewise, process enjoyment is amplified by preference fit, although enjoyment also has a significant main effect, which means that regardless of the outcome, customers attribute higher value to a self-designed product if they enjoy the process. The importance of the self-design process found in this study bears clear relevance for companies which offer or plan to offer MC systems. It is not sufficient to design MC toolkits in such a way that they allow customers to design products according to their preferences. The affect caused by this process is also highly important. Toolkits should therefore stimulate positive affective reactions and at the same time keep negative affect to a minimum. (authors' abstract

    Agents to the Rescue?

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    The advent of electronic environments is bound to have profound effects on consumer decision making. While the exact nature of these influences is only partially known it is clear that consumers could benefit from properly designed electronic agents that know individual users\u27 preferences and can act on their behalf. An examination of the various roles agents perform is presented as a framework for thinking about the design of electronic agents. In addition, a set of goals is established that include both outcome-based measures, such as improving decision quality, as well as process measures like increasing satisfaction and developing trust

    Affective and Deliberative Processes in Decision Making: Option Framed Scenarios

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    As the internet becomes more widely used as a marketplace, consumers are increasingly faced with scenarios where they have to customize products by adding features to a base model or delete features from a fully loaded model, a phenomenon known as option framing. People can now customize their vacations, pizzas, personal computers, shoes and cars with the click of a mouse. Recent research has shown consumers will end up with more features and spend more money when they have to remove features from a fully loaded model versus adding features to a base model (Biswas, 2009; Park & Kim, 2012). Emotion may impact these decision processes. People typically use two modes of information processing: fast and intuitive or deliberate and analytical. Past research has shown positive and neutral emotions can lead people to use a fast and intuitive information processing mode while negative emotions can lead people to use a deliberate and analytical approach (Howard & Barry, 1994; Park & Banji, 2000; Samson & Voyer, 2012; Schwarz, 2013; Schwarz & Bless, 1991). This study investigated how the specific emotions of amusement and sadness impact decisions in an option framing scenario of purchasing a car. Participants were induced with either an amusement or sadness emotion by watching a film clip and then added features to a base model car or removed features from a fully loaded car. The results confirmed past findings in that people spent more money and chose more features when presented with a fully loaded model versus a base model. Emotion did not have an effect in the final product configuration

    A Conceptual Framework for Consumer Information Systems Development

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    Consumer information systems (CIS) are an emerging area of inquiry for information systems researchers. IS researchers have traditionally emphasized efficiency and effectiveness of organizational processes and system use. However, design for consumer information systems requires more attention to be paid to processes of value creation embedded in the consumer experience. This shift in focus demands a reconsideration of current information systems development approaches. In this paper we propose a conceptual framework for consumer information systems development. The framework includes six elements of co-creation of consumer value. The framework is illustrated by reviewing the findings from three case studies. Available at: https://aisel.aisnet.org/pajais/vol2/iss1/5

    Cognition Matters: Enduring Questions in Cognitive IS Research

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    We explore the history of cognitive research in information systems (IS) across three major research streams in which cognitive processes are of paramount importance: developing software, decision support, and human-computer interaction. Through our historical analysis, we identify “enduring questions” in each area. The enduring questions motivated long-standing areas of inquiry within a particular research stream. These questions, while perhaps unapparent to the authors cited, become evident when one adopts an historical perspective. While research in all three areas was influenced by changes in technologies, research techniques, and the contexts of use, these enduring questions remain fundamental to our understanding of how to develop, reason with, and interact with IS. In synthesizing common themes across the three streams, we draw out four cognitive qualities of information technology: interactivity, fit, cooperativity, and affordances. Together these cognitive qualities reflect IT’s ability to influence cognitive processes and ultimately task performance. Extrapolating from our historical analysis and looking at the operation of these cognitive qualities in concert, we envisage a bright future for cognitive research in IS: a future in which the study of cognition in IS extends beyond the individual to consider cognition distributed across teams, communities and systems, and a future involving the study of rich and dynamic social and organizational contexts in which the interplay between cognition, emotion, and attitudes provides a deeper explanation of behavior with IS

    Designing recommendation agent

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    Ph.DDOCTOR OF PHILOSOPH

    Gamifying a Map-based Feedback Service to Support Youth Participation in City Improvement

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    In recent years, youth has been recognized as an indispensable stakeholder of city environment. On the one hand, young citizens who have intentions to contribute their community should be given an opportunity to express ideas. On the other hand, it is necessary for city agencies to listen to the needs from young generation to create a more livable and friendly city environment. Since location is considered as an essential attribute of human activities, local knowledge of residents always has a direct relation with spatial data. Thus, utilizing Geography Information System (GIS) has been developed to help public to participant in improving city environment, that is, Public Participation Geography Information System (PPGIS). However, younger people are thought to be less attracted by traditional political engagement, and annoyed with authoritative and tough tone. Thus, gamification as an innovative and increase popular trend has been implemented in a variety of youth-related applications and projects. Gamification is proposed to fulfill the desires of young people in the aspects of achievement, social, and immersion. The effects of gamification individuals with different player types and preferences of games to some degree. The research in thesis is conducted in connection with All-Youth project based in Finland, which is a multidisciplinary research project to enhance the connection with young people and their communities. This thesis focuses on applying gamification into digital public feedback service to motivate and sustain youth participation. Firstly, the discussion of related work includes status of youth participation in city planning, digital map technology used in public participation, and definition, content, and benefits of gamification. Secondly, three map-based tools for different purpose of public participation are studied to evaluate their usability and aesthetic quality. Thirdly, a gamified feedback service is prototyped based on initial user research and analysis. Finally, the effects of the gamified prototype are evaluated in user testing with the comparison to a control prototype without gamification. The results suggest that gamification can have positive effects on attractiveness and hedonic system qualities, while it may also influence on pragmatic quality. Overall, the research of this thesis can be considered as a successful attempt to gamify the public map-based platform which could have influence on youth engagement

    The Use of Prototypes to Engage Stakeholders in Low- and Middle-Income Countries During the Early Phases of Design

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    Human-centered design processes have been leveraged to help advance solutions to the world’s most pressing problems. Early and frequent engagement with stakeholders is a key activity of early-stage human-centered design processes that leads to better alignment of product requirements with the needs of stakeholders and the context of the artifact. There are many tools to support early stakeholder engagement. A subset of methods includes the use of prototypes – tangible manifestations of design ideas. However, prototypes are underutilized in early design activities to engage stakeholders, notably during cross-cultural design in Low and Middle-Income Countries (LMICs). In such contexts, prototypes have the potential to bridge contextual and cultural differences, which is especially critical when designing for LMICs where many proposed solutions have failed to meet people’s needs. To investigate the roles of prototypes to engage stakeholders in LMICs, I used both qualitative and quantitative research methods emphasizing both engineering design and economics theory and methods. Specifically, I conducted an interview-based study with industry practitioners and investigated two prototype-based stakeholder engagement methods in practice in LMICs. I conducted semi-structured interviews focused on the use of prototypes to engage stakeholders in early design stages with 24 medical device design practitioners from multinational and global health companies. Practitioners described the types of stakeholders, prototypes, and settings leveraged during front-end design and the associations of engagement strategies, stakeholders, prototypes, and/or settings. I further studied the practices of global health design practitioners working on medical devices for use in LMICs and described their approaches to tackle stakeholder remoteness, explore the environment of use, bridge cultural gaps, adjust the engagement activities to stakeholders, and work with limited resources. My analysis of requirements elicitation interviews with 36 healthcare practitioners from two hospitals in Ghana revealed participant preferences when viewing three, one, or no prototypes. The findings indicate that stakeholders preferred interviews with prototypes and in the absence of a prototype, stakeholders referenced existing or imaginative devices as a frame of reference. I investigated the preferences for, willingness to pay for, and usage of a novel tool for electronic-waste recycling with 105 workers in North-Eastern Thailand. Workers were assigned to one of two conjoint experiments that leveraged different prototype forms. Workers further completed baseline and endline surveys and participated in a Becker-Degroot-Marschak auction experiment. The results showed that the prototype form used in the conjoint experiment affected the valuation of product features. One-month evaluation of usage revealed that participants who received the new tool decreased their injury rates and increased productivity. This research provides new insights into the practices and teachings of prototype usage for stakeholder engagement during early design stages, contributes to the developing body of literature that recognizes the unique design constraints associated with designing for LMICs, and advances approaches for promoting more inclusive design practices. The description of the types of stakeholders, prototypes, settings, and strategies leveraged by industry practitioners when engaging stakeholders in LMICs are potentially transferable to, and can have a broader impact on, other contexts in which prototypes are used to engage stakeholders. Furthermore, both applied studies illustrate the effect of using different numbers of prototypes and different prototype forms on the outcomes of the two commonly used stakeholder engagement methods – interviewing and conjoint analysis. The applied studies provide examples of stakeholder engagement methods with prototypes in LMIC settings in practice.PHDDesign ScienceUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/162996/1/mjcoul_1.pd
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