60 research outputs found

    Reinforcing Family Values with Web Design - Case Yle “P2” Children’s Website

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    This paper describes the findings of a redesign project of a children’s website, where social considerations have been providing the guidelines for design. The case company, Yle, is the national public service broadcasting company of Finland. The website redesigned is a cross-platform programming extension of Yle’s Pikkukakkonen (“The Little Channel Two”, P2), a TV show with media content that targets primarily pre-school age children. Our study utilizes action design research (ADR) as the research method, touchscreen game applications as the facilitating technology and theories on social values as theoretical lenses to formulate design principles. These design principles are used for redesigning the P2 website to enhance its contribution to the public service of Yle. Following the principles of ADR, our study demonstrates how the results can be used both for the benefit of the case company and to a class of similar problems. This study contributes to the knowledge on theories on social values and web design of public services, when also social considerations need to be taken into account

    eBusiness in Apparel Retailing Industry - Critical Issues

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    The apparel industry has, like most other industries quickly started using the Internet to gain improvements in the efficiency and effectiveness of operations and marketing. In this report we briefly overview the developments of electronic commerce in apparel industry. We try to develop a framework for choosing the right technology and development options based on the business model and business orientation chosen. We illustrate the framework by four case companies, which have adapted different basic strategies and business models. The cases include companies with traditional operations with also physical retail outlets, as well as companies operating only on the Internet. There are still a number of unresolved problems related both to consumer-oriented e-commerce in general and to apparel industry in particular. Nevertheless, consumers are increasingly using the Internet to do extensive amount of research on products and fashion trends before purchasing through any media, also making more and more online purchase

    Research Challenges in Electronic Commerce

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    In this paper we look at different research topics that will be interesting and important challenges in the area ofelectronic commerce (EC). These topics include benefits ofECfor different stakeholders, changing consumer behaviour, changing basis for services, restructuring of service processes and changing logic ofbusiness and industries in the global market space. We identify relevant topics for further investigation in all these topics. We believe that the Scandinavian environment together with the tradition ofhigh quality in-depth research, offers the Nordic countries a great opportunity to be in the frontline in developing services and business structures for the new order of economy and society coming together with the rapid diffusion ofelectronic commerce

    Opportunities and Risks of Blockchain Technologies – A Research Agenda

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    Blockchain technologies offer new open source-based opportunities for developing new types of digital platforms and services. While research on the topic is emerging, it has this far been predominantly focused to technical and legal issues. To broaden our understanding of blockchain technology based services and platforms, we build on earlier literature on payments and payment platforms and propose a research agenda divided into three focal areas of 1) organizational issues; 2) issues related to the competitive environment; and 3) technology design issues. We discuss several salient themes within each of these areas, and derive a set of research question for each theme, highlighting the need to address both risks and opportunities for users, as well as different types of stakeholder organizations. With this research agenda, we contribute to the discussion on future avenues for Information Systems research on blockchain technology based platforms and services

    Examining Applicability of Uncanny Valley Hypothesis: A Large-Scale Study

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    Despite a growing interest in applying the uncanny valley hypothesis (UVH) in IS studies, there is a paucity of knowledge on the applicability of UVH and its strength. By summarizing a set of attitudinal variables popularized in the extant IS literature on AI robots, this study examined the strength and applicability of UVH on a large, objectively chosen sample of 80 real-world robots face against these variables. We demonstrate that while robot anthropomorphism does affect users’ attitudes toward the robot, its effects do not necessarily follow a UV pattern, and it has a very limited explanatory power toward users’ attitudinal responses. In addition, robot anthropomorphism has a much stronger linear-like association with a perceived social presence than with the commonly used response variable of perceived likability. Our results offer insights into understanding the applicability and strength of the uncanny valley effect and the impacts of robot anthropomorphism on users’ perceptions

    Users’ Awareness of Privacy on Online Social Networking Sites – Case Facebook

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    Online social networking offers a new, easy and inexpensive way to maintain already existing relationships and present oneself to others. However, the increasing number of actions in online services also gives a rise to privacy concerns and risks. In an attempt to understand the factors, especially privacy awareness, that influence users to disclose or protect information in online environment, we view privacy behavior from the perspectives of privacy protection and information disclosing. In our empirical study, we present results from a survey of 210 users of Facebook. Our results indicate, that most of our respondents, who seem to be active users of Facebook, disclose a considerable amount of private information. Contrary to their own belief, they are not too well aware of the visibility of their information to people they do not necessarily know. Furthermore, Facebook’s privacy policy and the terms of use were largely not known or understood by our respondents

    The chiasmus of design: Paradoxical outcomes in the e-government reform of UK children\u27s services

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    Surprisingly, in addition to inexperienced computer users, also those who have used different software applications at least to moderate extent can have feelings of anxiety with their use of computers. This paper examines the role of training in decreasing anxiety among experienced computer users. More specifically, the role of training is studied in relation to computer anxiety, behavioral beliefs and selfefficacy, which are the key mental constructs training may impact. 96 adult and university students, who attended a CDL course on voluntary basis, participated in this longitudinal study. The results suggest that training is an effective tool to decrease anxiety and promote self-efficacy even among experienced users. In addition this study calls in the question of the relation of computer anxiety and ease of use

    Mobile Games: Analyzing the Needs and Values of the Consumers

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    Mobile games are one of the largest mobile application areas and one where users are often willing to pay for services. Furthermore, the market for mobile games is expected to grow dramatically as most phones sold now are capable of running games. Despite this, there is surprisingly little research concerning user expectations from mobile games. In this exploratory study, we examine the consumers’ values, needs, and objectives related to mobile games. Based on earlier literature on mobile services, we developed a preliminary set of issues and did an exploratory survey of mobile game users to find the key needs and values of mobile gamers. The results of the study are especially interesting for mobile game developers and mobile phone operators as they shed light on the demographics and choices of mobile gamers. We argue that if mobile games are ever to be diffused in greater extent to the market, then a deeper understanding of the values and needs of the potential mobile game users must be obtained. This understanding can then be used to guide the development of new game offerings
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