114 research outputs found

    Why Do Users Switch Mobile Applications? Trialing Behavior as a Predecessor of Switching Behavior

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    Mobile application providers face high user losses because users can easily and often switch to an alternative application. Researchers have recently started to study information technology (IT) switching. However, no studies have concentrated on the unique context of mobile applications. Mobile application switching differs from the switching behavior related to many other IT products and services because of the highlighted role of alternatives, beta versions, updates, reviews, and users’ spontaneous behavior. To address this gap, we develop a mobile-specific model by using a qualitative research approach. As a theoretical contribution, we introduce trialing behavior as a predecessor of switching behavior and present six new behavioral antecedents for them. As practical implications, we suggest ways for mobile application providers and developers to reduce user churn. Mobile application providers face high user losses because users can easily and often switch to an alternative application. Researchers have recently started to study information technology (IT) switching. However, no studies have concentrated on the unique context of mobile applications. Mobile application switching differs from the switching behavior related to many other IT products and services because of the highlighted role of alternatives, beta versions, updates, reviews, and users’ spontaneous behavior. To address this gap, we develop a mobile-specific model by using a qualitative research approach. As a theoretical contribution, we introduce trialing behavior as a predecessor of switching behavior and present six new behavioral antecedents for them. As practical implications, we suggest ways for mobile application providers and developers to reduce user churn

    What Makes a (Ro)bot Smart? Examining the Antecedents of Perceived Intelligence in the Context of Using Physical Robots, Software Robots, and Chatbots at Work

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    In recent years, the acceptance and use of intelligent robots and other kinds of intelligent systems have begun to gain more and more attention also in information systems research. Here, many studies have found the perceived intelligence of robots to act as one critical antecedent for their acceptance and use, but few studies have focused on the antecedents of perceived intelligence itself. In this study, we aimed to address this gap in prior research by examining the effects of individual intelligence dimensions on the overall intelligence perception of robots in the work context. In addition, we also examined the potential differences in these effects as well as in the individual intelligence dimensions and overall intelligence perception themselves between three common types of robots: physical robots, software robots, and chatbots. These examinations were based on online survey data from 1,080 present or prior users of robots at work. In summary, we found that adaptability, personality, autonomy, and multifunctionality act as the most influential antecedents of perceived intelligence in the case of all three types of robots. In addition, we also found that software robots and chatbots perform better than physical robots in most individual intelligence dimensions and in overall intelligence perception

    The Effects of Gender, Age, and Income on the Willingness to Pay for Music Downloads

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    This paper examines the effects of gender, age, and income on the willingness to pay (WTP) for music downloads. The examination is based on an online survey of 1 330 Finnish consumers conducted in June 2010. The analysis of the survey data follows a two-phase strategy. In the first phase, the effects of the explanatory variables on the consumers’ unwillingness to pay (UWTP) for album and track downloads are examined by using contingency tables and the Pearson’s χ2 tests of independence. In the second phase, the effects of the explanatory variables on the consumers’ actual WTP for album and track downloads are examined by using one-way analysis of variance (1-ANOVA) and post-hoc multiple comparisons. The results of the analysis suggest that there are several statistically significant differences in the WTP for albums and tracks between the examined consumer segments. These findings and their implications should be taken into consideration in the future business models of music download stores

    Exploring Online Customer Experience Formation: How do Customers Explain Negative Emotions during Online Shopping Encounters?

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    We investigated online customer experience formation by using customers’ own explanations of their negative emotions during their online shopping encounters. Survey data from 1,786 Finnish online shoppers were used to identify customers who experienced strong negative emotions during online shopping encounters (N = 215) and the causes of their negative emotions were then analyzed in depth from their written descriptions. Our findings indicated that customers attributed most of their negative emotions to online store characteristics, including user interface, product and service range, pricing, and trustworthiness; however, some negative emotions were also attributable to factors outside of the online store’s control, including individual consumption habits and financial constraints, ecological issues, and family concerns. Our findings demonstrate the multidimensionality of customer experience and highlight the importance of better understanding the different factors that can influence the customer experience

    The Effect of Using Noise Cancellation Earplugs In Open-Plan Offices On The Offices On The Work Well-Being And Work Performance Of Software Professionals

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    The popularity of open-plan offices has been on the rise recently and expanded to all sectors of working life. While moving to open-plan offices brings savings to companies, open-plan offices have been connected with various different negative consequences, such as noise. Noise has been found to be a central cause of dissatisfaction towards working in an open-plan office and lead to subsequent negative outcomes, such as decreased self-perceived health and weakened cognitive performance. There- fore, it is important to study the ways and technologies that could possibly mitigate the negative effects of noise on work well-being and work performance. This explorative study investigates both the objec-tively measured and subjectively perceived effects of adopting noise cancellation earplugs by open- plan office workers in a software company. In physiological measurements, the usage of noise cancellation earplugs was not found to affect work stress or work strain nor affect the stress-recovery balance. In psychological measurements, the perceived effects of using the earplugs on work well-being and work performance were small but rather negative than positive. This could be due to negative perceived comfort and usage experiences with the earplugs. Besides open-plan offices, the findings are mostly generalizable to other office settings as well

    The Benefits of a Social and Emotional Learning Program for Norwegian Teachers

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    Social and emotional learning (SEL) is promoted by offering teachers’ SEL workshops worldwide. However, little is known about their short-term and long-term outcomes. We explored how teachers benefit from Lions Quest (Mitt Valg in Norwegian) training in the short and long term in Norway. The development of teachers was investigated by exploring their perceived importance and sense of competence in teaching SEL during an almost two-year period. The development of their students’ SEL was explored as well. Imputed values from the intervention group (n = 247) and the comparison group (n = 47) were used in analysing teachers’ short and long-term outcomes. Students’ intervention group consisted of 112 students and the comparison group consisted of 53 students. Data were collected from the teachers three times and from the students two times via Likert-scale questionnaires. The results indicated that the teachers felt to be more competent in teaching SEL after their Lions Quest (Mitt Valg) teacher training. This trend appeared to be continuing in the long run. Students’ SEL among the intervention group slightly increased whereas SEL among the comparison group decreased during their teachers' training. Lions Quest (Mitt Valg) intervention appeared to improve teachers’ sense of competence to teach SEL at school. In addition, findings showed that teachers were willing to implement LQ as part of their teaching.Peer reviewe

    Using a Physical Activity Application to Promote Physical Activity Levels Among Aged People: A Follow-Up Study

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    The share and life expectancy of the ageing population are increasing. However, aged people are threatened by insufficient physical activity. Therefore, finding ways to support people to live a physically active life in older age is imperative. Digital wellness technologies represent a potential solution, but in order for such technologies to be effective, research is needed to gain a better understanding on their use among aged people. To address this need, this study investigated whether the use of a physical activity application can promote physical activity among aged people. The physical activity levels were measured at three different time points: before taking the application into use, after four months of use, and after 12 months of use. The results show a modest increase in the physical activity levels. When examining physical activity categories (based on the IPAQ-E), a participant rather shifted to a higher than to a lower physical activity category. Overall, the changes were more substantial after 12 months than after four months of use. The results suggest that physical activity applications used in everyday life have potential in promoting physical activity levels among aged people

    Digital Coaching and Athlete\u27s Self-efficacy – A Quantitative Study on Sport and Wellness Technology

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    The use and demand for sport and wellness technology devices among athletes are increasing. The technology is used to improve the quality of training but also to improve quality of life by, for example, reducing risk of injury. Together with the increased interest towards sport and wellness technology, the demand for clear and easy to understand personalized information is growing. Digital coaching offers solutions for this demand by not only providing valuable training data but also offering instruc-tions and guidance on how to improve the training. By doing this, the sport and wellness technology can act as a personal coach and therefore can also affect athletes’ confidence and perception of their own abilities through, for example, evaluative feedback, expectations and verbal persuasion. This ex-ploratory study investigates subjectively perceived effects of digital coach among cross-country skiers. The focus was on the changes in the level of athletes’ self-efficacy during a one-month period when preparing for a ski marathon race. The results indicate that a digital coach can increase the athletes’ knowledge regarding their technique as well as provide improvement on perceived level of skiing technique. These results give more insight to sport technology companies as well as athletes and coaches about the effects and possibilities of digital coaching among athletes

    The Habits of Playing and the Reasons for Not Playing Exergames: Gender Differences in Finland

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    This study examines the habits of playing and the reasons for not playing digital exercise games (i.e., exergames), concentrating particularly on the gender differences between the male and female players and non-players. Exergames can be considered an important and interesting research topic as they can be used to motivate people to do more exercise and, consequently, to improve their health and well-being. The study is based on analysing an online survey sample of 3,036 Finnish consumers through contingency tables, the Pearson’s χ 2 tests of independence, and the CramĂ©r’s V coefficients. The results of the analysis reveal 11 main reasons for not playing exergames as well as several gender differences both in the habits of playing and in the reasons for not playing exergames. Based on these results, exergames still seem to have a long way to go before they are perceived as interesting enough in terms of the game experience as well as useful enough in terms of their effects on physical fitness

    Explaining the Usage Intentions of Exercise Monitoring Devices: The Usage of Heart Rate Monitors in Finland

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    Today, more and more people are using different types of exercise monitoring devices to measure their physical exercise activities. However, the underlying reasons for using these devices remain vaguely understood. This study aims at addressing this shortcoming by first proposing a theoretical model for explaining the usage intentions of exercise monitoring devices and then empirically testing it in the case of one common type of these devices: heart rate monitors. The model is based on a synthesis of three distinct theoretical domains – the theory of planned behaviour, the innovation diffusion theory, and the typology of consumer value – and it is tested by analysing an online survey sample of 3,036 Finnish consumers, or more specifically a sub-sample of 1,250 Finnish heart rate monitor owners, through structural equation modelling. The results of the analysis are also used to draw implications for the design and marketing of heart rate monitors
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