65 research outputs found

    Integration of Artificial Intelligence into Recruiting Young Undergraduates: the Perceptions of 20–23-Year-Old Students

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    As applicants that might be subject to artificial intelligence (AI) in recruitment, students aged 20–23 years old were consulted using a qualitative approach employing focus groups. This study found that young undergraduates see AI as the future face of recruitment regardless of its challenges. Our findings are very similar to those of previous studies; however, differences arose regarding how profitable young undergraduates perceived AI and how AI should be used in recruitment. In addition, this study presents a preliminary framework for the integration of AI into recruiting young undergraduates. The framework states that AI is useful in all stages of recruiting, yet to different extents in different phases. AI is most useful in phases where grunt work is involved, and despite the integration of AI, the human touch should still be present in recruiting activities

    Newcomers' Stress and its Effects on Well-Being during an IT Organization's Socialization Process

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    Previous research in other fields has shown an increasing interest in understanding newcomers’ stress and its impact on professionals’ well-being. However, we still have a limited understanding of newcomers’ stress and its emotional, behavioral, and psychological effects in the information technology organization (IT) and information system (IS) development contexts. Moreover, the newcomers’ socialization process into IT work or/ and organizations remains unexplored in the IS field. We conducted a qualitative and longitudinal case study (pre-COVID-19) that helped us understand newcomers’ stress from IS project work, and how its consequences emerge during their socialization process. We provided information in response to the call for more understanding of newcomers’ stress elements in the IT organization and IS project context. It is important to understand different stress elements and their consequences because these elements impact individuals’ attitudes, behaviors, job performance, and health among other things

    The Role of Users in Prototypical and Infrastructural Systems Design

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    This theoretical study examines the role of users in an infrastructural systems design. We analyzed different perspectives and used theories on infrastructure, long-term factors in infrastructure, and the role of users in infrastructural systems design. By doing this we demonstrated how prototypical design has been used in infrastructural systems design and how the users’ role has been taken into account. This study summarizes infrastructuring modes, purposes, activities, and methods and also offers both theoretical and practical contributions. First, we offer a new view on prototypical design as it is conceptualized for infrastructural systems design. Second, as a practical contribution, this study provides valuable knowledge to end users and domain and information systems practitioners, especially regarding how information systems artefacts can contribute to infrastructural design and vice versa

    INFORMATION SECURITY CHALLENGES OF SOCIAL MEDIA FOR COMPANIES

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    For companies and its employees, social media allows new ways to communicate with customers and colleagues. Vast amounts of information are being exchanged in social media. Information is a highly valuable asset, and therefore questions concerning information security become increasingly important. Companies are becoming increasingly worried about information security in social media, but so far, this issue has not been studied. The present research closes this gap by studying the information security challenges social media represents for organizations. The research was conducted as a qualitative case study; eleven information security managers have been interviewed. The study has three main findings. First, challenges arising from employees actions or unawareness in social media (especially reputation damage) seem to represent bigger threats to information security than threats caused by outside attacks. Second, the confusion of private and professional roles in social media represents an information security risk, and distinguishing between these roles becomes more difficult the higher an employee\u27s position in the company. Third, communication with employees and colleagues represents an information security challenge especially when communication is not steered by the company. Implications for research and practice are discussed

    Towards unfolding CRM implementation challenges in Pakistan: A case study

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    This interpretive grounded theory study describes and analyses major power issues in a Scandinavian inter-organisational IS project which spanned four organisations, two suppliers, one national organisation and a research organisation. The paper explores different dimensions of power that emerged during the project – sources of power, power as resistance, reasons for the power struggle, and power as exercised, We conclude that, while power issues in ISD projects are by no means a new phenomenon, these power issues were exacerbated in this IOIS project due to the project governance structures necessary to coordinate several organisation

    Building A Substantive Theory Of Emotions From An Iois Project

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    The object of this grounded theory study was a three year long, public sector inter-organizational information system (IOIS) project which spanned four user organizations, two suppliers, one national organization, a research organization and a Government Ministry. The data were elicited by means of narrative stories, observations of project meetings, diaries, project memoranda and emails sent by project members to each other during these years. Glaserian grounded theory method was used as the technique for theory building. Three core categories were identified: governance, power and emotions. The study offers two key contributions: first, it builds a substantive theory of Emotions of Control in an IOIS project, presented in the form of propositions. The theory offers an approach to understanding the meaning of emotions in project work and the consequences of emotions in collaboration. Second, we offer a window into the theory building process using Glaserian grounded theory. We argue that the findings of this study have some implications of value to researchers studying emotional issues in IOIS projects or information system (IS) projects in general, because the role of emotions in project work can be pivotal in determining project success

    Information technology and the first-line manager\u27s dilemma: Lessons from an ethnographic study

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    This interpretive grounded theory study describes and analyses major power issues in a Scandinavian inter-organisational IS project which spanned four organisations, two suppliers, one national organisation and a research organisation. The paper explores different dimensions of power that emerged during the project – sources of power, power as resistance, reasons for the power struggle, and power as exercised, We conclude that, while power issues in ISD projects are by no means a new phenomenon, these power issues were exacerbated in this IOIS project due to the project governance structures necessary to coordinate several organisations.

    Dynamic Activities for Managing an IS-Enabled Organizational Change

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    The interpretive grounded theory (GT) study analyses information system (IS) enabled organizational change in two private sector organizations. These two organizations, who are long term partners, were developing a new IS product to divergent markets. The data was gathered through 15 interviews, conducted at the phase of initial rollouts. The findings focus on the results of the theoretical coding phase in which selective codes, referred to as change management activities, are related to each other. As a theoretical contribution, the dynamic structure presents how the change management activities appear differently, depending on a set of choices. Several paradoxical situations stemmed from inconsistencies and/or tensions, because the choices did not support the targeted change management activities. The study thus proposes that there is an increasing demand to analyze the sources of paradoxical situations. Paradoxical situations in these five opposing forces were identified: long term vs. short term, macro vs. micro, past vs. future, centralized vs. distributed, and control vs. trust/self-organization. Some paradoxical situations arose because of the nature of the trust-based IS partnership, while others were socially constructed as a result of unintended consequences of actions in relation to the strategic goals. Managerial efforts are increasingly required for identifying paradoxical situations at an early stage and for considering the right balance for the opposing forces in the dynamic IS change process

    DRAMATURGICAL THEORY AS A LENS TO VIEW PROJECT MANAGEMENT ISSUES IN AN IOIS PROJECT

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    This qualitative study analyses the lived experiences of project members who worked in a three-year-long inter-organizational information system (IOIS) project. The IOIS project spanned nine organizations. The data was gathered by means of narrative stories, observations of project meetings, diaries, project memoranda and emails sent by project members to each other during these years. This study used dramaturgical theory by Goffman (1959, 1963, 1974) as a lens to view emotional issues in an IOIS project to further the understanding of the human issue of project management.We also demonstrate how a dramaturgical perspective to assess emotional issues not only helps our understanding of inter-organisational information systems but also improves management of projects and further contributes to system success. The paper concludes by discussing theoretical and practical implications of our findings

    DYNAMICS OF SUCCESS FOR MOBILE GAMES: THE CASE OF EARLY-STAGE STARTUPS

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    The competitive mobile app markets along with the lack of business experience of mobile app startups has created many challenges for startups in their efforts to create a viable business through developing and publishing apps. In this study, we collected data from 20 international mobile game startups that were working on their first commercial game with the aim to develop a successful game as the first step toward a successful business. Through a classic grounded theory methodology, we developed a theoretical model. Our model depicts how startups work with three requirements of visibility, quality and user engagement toward success while enhancing each and every one of the requirements through online and offline social interactions with various members of the mobile ecosystem. Our study contributes to the existing literature on mobile app development and the interactions of startups with the platform owner, users, and their games artefact, particularly by highlighting how the startups leverage the social aspects of mobile app platforms for success. It also contributes to the knowledge on business creation in startups through explaining the fundamental factors that early-stage mobile game startups consider in their work on mobile platforms to create a successful business
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