8 research outputs found

    Technology Desirability

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    Continuous-use, a key post-adoption behavior, has been typically explored based on adoption theories, portraying individuals as rational actors whose decisions are driven by intentions. Yet, continuous-use may not always be shaped by conscious rationality as emotions have been suggested to directly influence post-adoption and to overcome the formation of conscious intentions. The present paper takes a non-rational view of continuous-use and examines how it can be shaped by emotional involvement and value commitment. Building on previous work in Psychology, Marketing and Economic psychology, the present paper introduces the concept of IT Desirability, and argues for its central role, along with IT Loyalty, in explaining and predicting continuous-use. IT Desirability reflects the passionate relationship individuals experience with IT and is hypothesized to significantly influence their future IT-related decisions. The non-rational perspective suggested here complements existing rational models and provides a new lens for exploring individual mental processes capable of shaping continuous-use

    IT Desirability as a Means to Exploring IS Post-Acceptance Usage of Everyday Technologies: Conceptualization and Comparative Assessment

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    IT acceptance and post acceptance are central themes in IS research, and their related behaviors have been mostly investigated via reasoned and planned action theories, and are often portrayed as based on intentional and conscious decisions. This paper suggests an alternative, yet complementary perspective to the performance enhancing task-technology fit view of individual-IT interaction that has been predominant in IS research. To do so, we introduce the construct of IT Desirability to help better explain and predict individual post-adoption use beyond the influence of reasoned intentions, particularly in the context of hedonic every day IT, experiential computing, ICTs, social network sites and online communities. The paper first conceptualizes the construct of IT Desirability and assesses a theoretical model linking it to IS use. Next, a comparative study is presented where an affect-based model that integrates IT Desirability is compared to an established post acceptance model in the context of social network sites. The results of two online surveys of social network site users found that IT Desirability had a significant positive influence on IS use and helped increase the explained variance in the dependent variable beyond the influence of traditional models and constructs. The theoretical and practical implications of these results are discussed

    When Technology Meets Human Desires

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    Adopting an alternative, yet complimentary view to the traditional, performance-based task/technology fit perspective, we examine the post-adoption of social network sites (SNS) by extending the concept of IT desirability as a central predictor of SNS continuous-use. We conceptualize SNS desirability as reflecting the affective relationship individuals experience with SNS, an approach that emphasizes both the IT and the individual as two social actors whose characteristics jointly determine the emotional outcome of their interactions. Based on the 16 basic desires of Sensitivity theory we explore individual differences to uncover intrinsic motives that can explain SNS continuous-use. We hypothesize that SNS desirability is influenced by the compatibility between individuals’ basic desires and the capability of an SNS to satisfy them. This individual-SNS fit is then hypothesized to influence SNS continuous-use through the construct of desirability. Subsequently, these hypotheses will be empirically assessed in the context of several popular SNSs

    Well-being in Digital Learning Environments: A Key to Desirable IT Project Management Outcomes

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    Managing information technology (IT) projects is a complex endeavor since it often requires one to master sophisticated practices and advanced techniques, and to grasp complex organizational dynamics. These are important considerations that are sometimes difficult to teach to project management (PM) students and young professionals. With these issues in mind, this study discusses a simulation-based training we designed to allow learners to experience the challenges of managing IT projects in a multi-project remote environment. Building on self-determination theory, the study develops a theoretical model highlighting the role of well-being and optimal functioning in shaping the outcomes of one’s involvement in the simulation. The preliminary results of an initial survey are also presented. We expect this research to contribute to both theory and practice, as it emphasizes the value of considering the well-being of learners to achieve desirable learning outcomes, and it spells out important guidelines to developing stimulating simulation-based trainings

    Agile in a Virtual World: Teaching Complex Concepts to Distanced Learners

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    Educators play an important role in preparing both present and future professionals to evolve and strive in agile environments. With this in mind, this paper discusses an ongoing research aiming at uncovering key enablers of teaching agile methods to distanced learners using a virtual world. To this end, we built a simulation-based training platform using Minecraft Education and implemented it in a classroom setting in order to 1) teach Scrum, an agile framework for developing, delivering and sustaining complex products; and 2) develop agile collaboration skills and mindsets to students operating in virtual teams. A conceptual model that explains students\u27 learning experience is developed and discussed. This research contributes to both theory and practice, as it sheds light on the mechanisms through which IT can facilitate the learning of complex topics (i.e., agile), and it provides useful guidelines to educators who wish to develop and incorporate simulation-based tools in their teaching
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