34 research outputs found
On the appropriation of consumerised IT : a trial and error approach
Consumerized IT devices, such as tablets, are widely adopted and support both personal and professional uses with a wide breadth of applications. Our study focuses on appropriation behaviour in instances of disillusionment, that is, when technology-in-use fails user goals. Building on grounded
theory methods, we analyse blog entries that provide narratives on user interaction with tablets to unpack users’ efforts to appropriate the tablet through the lens of trial and error theory. In doing so, we identify the conditions for rejection, as well as appropriation. Trial and error is shown to be a variation that extends the appropriation literature. We contribute to understanding the volitional, consumerized use of IT where the use scenarios are determined by the individual and IT use
transcends the boundaries between work and personal IT use
Shared mental models and perceived proximity : a comparative case study
Purpose
The aim of this study is to understand how virtual teams experience perceived proximity. Existing literature suggests that perceived proximity can be achieved through quality communication and increased identification. However, not much is known as to how these two may be achieved within the context of virtual teams.
Design/methodology/approach
We address our research question through a comparative case study, with the help of two virtual teams of software developers and we adopt a subset from the Constructivist Grounded Theory Method procedures for the purposes of coding to understand the potential
explanations regarding the two teams’ differences in perceptions of perceived proximity.
Findings
Our study shows that shared mental models support quality communication and team members to identify with the shared values of their team. Quality communication is easier achieved when the team shares a dynamic and evolving understanding of the tools for communication and collaboration. We also draw attention to the importance of how work is organised and the influence of the temporal dimension on virtual teams beyond the temporal
organization of collaborative work.
Originality/value
The value of this study is found in its contribution towards the development of a formal connection between perceived proximity and shared mental models, that is empirically grounded, and which holds an explanatory value in addressing how perceived proximity can be supported rather than compromised
Management information systems for community based interventions to improve health::Qualitative study of stakeholder perspectives
Abstract Background Community based providers are well place to deliver behavioural interventions to improve health. Good project management and reliable outcome data are needed to efficiently deliver and evaluate such interventions, and Management information systems (MIS) can facilitate these processes. We explored stakeholders perspectives on the use of MIS in community based behavioural interventions. Methods Stakeholders, purposively selected to provide a range of MIS experience in the delivery of community based behavioural interventions to improve health (public health commissioners, intervention service managers, project officers, health researchers and MIS designers), were invited to participate in individual semi-structured interviews. We used a topic guide and encouraged stakeholders to reflect on their experiences.: Interviews were recorded, transcribed and analysed using five steps of Framework analysis. We applied an agreed coding framework and completed the interviews when no new themes emerged. Results We interviewed 15 stakeholders. Key themes identified were: (i) MIS access; (ii) data and its function; (iii) MIS development and updating. Within these themes the different experiences, needs, use, training and expertise of stakeholders and the variation and potential of MIS were evidenced. Interviews advised the need to involve stakeholders in MIS design and development, build-in flexibility to accommodate MIS refinement and build on effective MIS. Conclusions Findings advised involving stakeholders, early in the design process. Designs should build on existing MIS of proven utility and ensure flexibility in the design, to incorporate adaptations and ongoing system development in response to early MIS use and evolving stakeholder needs
The socio-technical organisation of community pharmacies as a factor in the Electronic Prescription Service Release Two implementation: a qualitative study
Background
The introduction of a new method of transmitting prescriptions from general practices to community pharmacies in England (Electronic Prescription Service Release 2 (EPS2)) has generated debate on how it will change work practice. As EPS2 will be a key technical element in dispensing, we reviewed the literature to find that there were no studies on how social and technical elements come together to form work practice in community pharmacies. This means the debate has little point of reference. Our aim therefore was to study the ways social and technical elements of a community pharmacy are used to achieve dispensing through the development of a conceptual model on pharmacy work practice, and to consider how a core technical element such the EPS2 could change work practice.
Method
We used ethnographic methods inclusive of case-study observations and interviews to collect qualitative data from 15 community pharmacies that were in the process of adopting or were soon to adopt EPS2. We analysed the case studies thematically and used rigorous multi-dimensional and multi-disciplinary interpretive validation techniques to cross analyse findings.
Results
In practice, dispensing procedures were not designed to take into account variations in human and technical integration, and assumed that repetitive and collective use of socio-technical elements were at a constant. Variables such as availability of social and technical resources, and technical know-how of staff were not taken into account in formalised procedures. Yet community pharmacies were found to adapt their dispensing in relation to the balance of social and technical elements available, and how much of the social and technical elements they were willing to integrate into dispensing. While some integrated as few technical elements as possible, some depended entirely on technical artefacts. This pattern also applied to the social elements of dispensing. Through the conceptual model development process, we identified three approaches community pharmacies used to appropriate procedures in practice. These were ‘technically oriented’, ‘improvising’ or ‘socially oriented’.
Conclusion
We offer a model of different work approaches community pharmacies use to dispense, which suggests that when adopting a core technical element such as the EPS2 system of dispensing there could be variations in its successful adoption. Technically oriented pharmacies might find it easiest to integrate a similar artefact into work practice although needs EPS2 to synchronise effectively with existing technologies. Pharmacies adopting an improvising-approach have the potential to improve how they organise dispensing through EPS2 although they will need to improve how they apply their operating procedures. Socially oriented pharmacies will need to dramatically adapt their approach to dispensing since they usually rely on few technical tools
Retail store design classification in conventional and online (2D and 3D) environments
The present paper reviews the available store design classification studies both in conventional and online retailing. Several studies in the past attempted to classify available retail store formats. However, most of these studies refer to conventional retailing while those referring to online retailing employ mainly an Information Systems approach (e.g. Human-Computer Interaction). Our findings show that there is need for multidisciplinary research, taking into account insights from the management and marketing fields as well, in order to develop classification frameworks for the graphical user interface (GUI) design of all the alternative online retail channels (e.g. 2D Web, 3D Web, mobile, etc.), correspondingly to the available research practice in conventional retailing. Particular emphasis is given to Virtual 3D retail store interfaces by underlying the unique and innovative characteristics and capabilities in such stores