| Theory-based Taxonomy of Feedback Application Design for Electricity Conservation: A User-Centric Approach | | BIBAK | Full-Text | 10 | |
| Abdullah Albizri; Fatemeh Zahedi | |||
| Electricity consumption feedback applications are considered one of the
critical technologies in alleviating the increasing trends of energy
consumption and greenhouse gases emissions. Feedback applications are used to
motivate electricity users to conserve energy in their households. In this
paper, we have relied on an integrative theoretical framework and literature
review to propose a comprehensive taxonomy for salient design elements of
electricity consumption feedback applications. Using a survey method, we
collected data to evaluate the preference and relative importance of the design
elements. We found that there is a preferred set of design elements for the
feedback applications. Our results could serve as a basis to evaluate the
design of existing electricity consumption feedback applications, and help in
studying the influence of design elements on beliefs and behaviors related to
individuals' electricity conservation. Keywords: Electricity, energy consumption, taxonomy, feedback application, design
element Note: Session 3, Paper 2 | |||
| The Effects of Social Structure Overlap and Profile Extensiveness on Online Social Connectivity Regulation | | BIBAK | Full-Text | 1 | |
| Ben Choi; Zhenhui Jiang | |||
| In online social networks, new social connectivity is established when a
requestee accepts a friend request from an unfamiliar requestor. While users
are generally willing to establish online social connectivity, they are at
times reluctant in constructing profile connections with unfamiliar others.
Drawing on the interpersonal cognition literature and the privacy calculus
perspective, this paper examines the effects of social structure overlap and
profile extensiveness on privacy risks as well as social capital gains and how
the requestee responds to a friend request (i.e., intention to accept). The
results of a quasi-experiment involving 101 respondents provide strong evidence
that social structure overlap and profile extensiveness influence privacy risks
and social capital gains. In addition, while privacy risks reduce intention to
accept, social capital gains increase intention to accept online social
connectivity. Keywords: Online Social Network, Online Social Connectivity, Impression Formation,
Privacy Calculus, Intention to Accept Note: Session 3, Paper 3 | |||
| A Meta Review of HCI Literature: Citation Impact and Research Productivity Rankings | | BIBAK | Full-Text | 9 | |
| Contantinos K. Coursaris; Nick Bontis | |||
| The objective of this study is to conduct a meta-review analysis of the
human-computer interaction (HCI) literature by investigating research
productivity and conducting a citation analysis of individuals, institutions,
and countries. The meta-analysis focuses on the three leading peer-reviewed,
refereed journals in this area: International Journal of Human-Computer
Interaction, Human-Computer Interaction, and Behavior and Information
Technology. Results indicate that research productivity is exploding and that
there are several leading authors and foundation publications that are
referenced regularly. Keywords: Human-Computer Interaction, HCI, Scholarship, Meta Review, Citation Impact,
Research Productivity Note: Session 3, Paper 1 | |||
| User Engagement in Educational Computer Gaming | | BIBAK | Full-Text | 4 | |
| Fiona Nah; Yunjie Zhou; Adeline Boey | |||
| This research-in-progress paper uses the grounded theory approach to
understand user engagement in educational computer gaming. Twenty-one subjects
who have experienced engagement with educational computer games were
interviewed about their engaging experience with educational computer games.
The preliminary results are presented in this paper, where they are
conceptualized into three main categories: (i) conditions of engagement, (ii)
characteristics of engagement, and (iii) outcomes of engagement. Keywords: Engagement, educational computer games, grounded theory Note: Session 1, Paper 1 | |||
| How Organizational Resources Influence Benefits of mobile CRM in Organizations? | | BIBAK | Full-Text | 8 | |
| Arash Negahban; Dan Kim; Changsu Kim | |||
| mCRM (Mobile Customer Relationship Management) system is one of the recent
advancements in CRM systems which combines the ubiquitous computing and CRM to
enable organizations improve their customer services. This study investigates
how various organizational resources influence the benefits organizations gain
from their mobile CRM system. Drawing upon resource-based view of the firm and
the IS success model proposed by DeLone & McLean, we have proposed a
research model linking various resources in an organization to enhance benefits
gained from mCRM system. To validate the proposed model, we have developed a
survey to collect empirical data from companies using mCRM. We expect that the
study help both academic and professionals to understand what organizational
resources influence and how organizational benefits of mCRM systems are
improved by employing the appropriate resources. Keywords: Mobile CRM, Resource-based view, DeLone and McLean IS success model,
organizational resources, organizational benefits of mCRM | |||
| Cyber Citizens and Cyber Deviance: Exploring Social and Technical Factors as Antecedents to Cyber Deviance and the Implications for Cyber Citizenship | | BIBAK | Full-Text | 7 | |
| Richelle L. Oakley; A. F. Salam | |||
| There is an alarming trend of individuals behaving inappropriately with
information technology in both organizational and personal settings. For
example, in a work context individuals are breaking repeatedly security
protocols (Hovav et al. 2011) leading to the compromise of sensitive customer
and important organizational data resources. Information systems (IS)
researchers have studied the manners by which employees use, and misuse,
information technology within organizations (Warkentin et al. 2009).
Alternatively, in a non-work context, attention has been given to digital media
piracy (Siponen et al. 2012) which continues to plague organizations. These
examples illustrate some unacceptable behaviors exhibited by cyber citizens
(Anderson et al. 2010) -- both in the work and non-work settings.
Typically, the boundaries of acceptable and unacceptable cyber behavior are defined by government authorities, who develop laws around specific illegal online behaviors, and businesses, who detail inappropriate actions in their terms of service agreements. Past research has shown that even with detailed guidelines, employees continue to cause breaches in security (Harris 2012) and these actions are greatly influenced by the behaviors of their coworkers (Gallivan et al. 2005). Alternatively, in a non-work environment, computer users operate within a precarious social and technological environment where the guidelines on appropriate behavior are vague (Nowak 2011). In such an ill-defined context, individuals tend to refer to accepted social norms as a guide, rather than try to understand the disparity between laws and policies (Morrison 1994). Research in criminology, sociology, and management, has focused on deviant behaviors with technology, termed cyber deviance. This term refers to inappropriate or criminal behavior in a digital context (Holt et al. 2010). Technical solutions are only marginally effective as deviant cyber behavior continues to proliferate (Rogers et al. 2006). Research has examined individual factors, such as self-control, in order to explain cyber deviant behaviors (Hinduja et al. 2008). Social factors have begun to be examined through the use of social learning theory and social cognitive theory to explain the ways in which attitudes and beliefs influence cyber deviance (Jacobs et al. 2012). Although studies that examine the individual, social, and technical factors have provided insight into cyber deviance behavior, they have not considered such behavior as part of cyber citizenship, where individuals behave in an ethical and productive manner in online environments. Additionally, recent IS research has begun to explore alternative ways to influence social norms and attitudes on individual behaviors in online environments in order to create more conscientious cyber citizens (Anderson et al. 2010). Therefore, this study aims to examine the individual, social, and technical factors that impact one's intention to engage in cyber deviance. In this study, we focus on the illegal activities that occur in a digital environment. This highlights the unique actions that occur between humans and technology, suggesting this study is best served from such a perspective. Scialdone (2010) provides human computer interaction (HCI) researchers with a useful framework for examining phenomena that occur between humans and technology. Researchers must identify the human, the technology, the tasks, and the context to clearly situate their study in the HCI literature (Scialdone 2010). In this study we focus on average PC users and their interactions in computer-mediated social networks (CMSN). We examine individual factors, Perceived Utility of Cyber Deviance and Self-efficacy in Cyber Deviance; social factors, Cyber Citizen Social Norms on Cyber Deviance, and technical factors, CMSN Influencer and CMSN Intensity. The proposed research methodology is a quantitative approach using a quasi-experimental setup (Bhattacherjee 2012) through the use of scenarios which describe situations of cyber deviance. The use of scenarios allows us to provide a specific situation which serves as a reference point for our inquiry into the concepts of interest (Nagin and Paternoster 1993). Keywords: cyber citizenship, cyber deviance, computer-mediated social networks | |||
| Learning What is Top-of-Mind: A Course on Neuro-Information Systems | | BIBAK | Full-Text | 11 | |
| Adriane B. Randolph | |||
| Neuromarketing, neuro-economics, and now the field of neuro-information
systems (neuro-IS) is growing and our students want to know more about it all.
This poster presents an elective course targeted to undergraduate IS majors.
The course is focused on design aspects of brain-based computer interfaces for
people with disabilities, new uses in organizations, and better understanding
of human mental states. Students read seminal book chapters and papers, engage
with guest lecturers on specialized topics, and watch related video and films
to gain a background in the latest brain-based technology and its application
to various organizations. The course material focuses on design, usability,
psychological and cognitive states of users, and evaluation. Students
demonstrate their understanding of key concepts by designing and conducting a
related research study, analyzing a case in the field, or designing their own
brain-based interface. Taught to forty undergraduate students in a face-to-face
format, the course was met with positive reviews and sparked creation in an
online format. Keywords: neuro-IS, brain-computer interface, pedagogy, course | |||
| M-Learning on iPad: An Exploration of User Learning Experiences on Road Safety | | BIBAK | Full-Text | 15 | |
| Iris Reychav; Dezhi Wu | |||
| Road traffic injuries are predicted to be the fifth leading cause of death
and injury by 2030 if no further action is taken. Young drivers, in particular
motorcyclists and scooter riders, are among the most vulnerable road users, so
it is crucial to conduct effective road safety training for them. In this
study, we examined the unique characteristics in an iPad road safety training
program for young road users. Based upon the Uses and Gratification Theory, we
proposed a conceptual research model to measure how users' perceptions of
information needs, new and cool trends, innovativeness, and user preference
impact their learning outcomes, while perceived multimedia enjoyment plays a
mediating role in the training processes. A field study was designed and
conducted before drivers took their license exam. A structural equation
modeling (SEM) approach was utilized to test the proposed research model.
Perceived information needs, user preference, and innovativeness were found to
have significant mediating relationships with perceived multimedia enjoyment
and were prominent in effectively leveraging and promoting higher-order
learning outcomes. This study implies the importance of designing multimedia
contents with latest technologies to effectively engage young users to foster
innovative learning experiences. Keywords: iPad, training, mobile learning, m-learning, learning experience,
gratification, innovativeness | |||
| The Role of Design Characteristics in Enhancing Social Presence | | BIBAK | Full-Text | 14 | |
| Al-Natour Sameh; Izak Benbasat; Ronald T. Cenfetelli | |||
| This paper reports on a study that examined the effects of two design
characteristics on enhancing perceptions of an online virtual advisor's social
presence. Anchored in the media richness theory (Daft and Lengel, 1984), we
hypothesized, and the results confirmed that the use of expressive speech acts
by the virtual advisor significantly enhances perceptions of the advisor's
social presence. On the other hand, the effects of endowing the advisor with a
humanoid representation and a human voice failed to reach statistical
significance. The results of this study suggest that internal characteristics
manifested by the advisor are more influential in affecting perceptions of its
social presence. Keywords: social presence, design characteristics, experiment | |||
| Dualistic Model of Passionate Video Gameplay: Addiction or Flow? | | BIBAK | Full-Text | 13 | |
| Sepandar Sepehr; Milena Head | |||
| The video game industry is expanding rapidly and video games have become an
important part of our society. However, it is still unclear if the increasing
amount of time spent on playing video games causes positive or negative
consequences. This research-in-progress paper proposes a model, rooted in the
Dualistic Model of Passion, to explain why video games can create addiction or
non-pathological flow in video game players based on gamers' type of passion
for video gameplay. Moreover, this research aims to explain the environmental
and personal factors that define different forms of passion towards video
games. The findings of this research will also clarify the role of emotional
reactions during video gameplay on gamers' subjective well-being. Keywords: Video Games, Dualistic Model of Passion, Flow, Game Addiction, Intrinsic
Motivation Note: Session 1, Paper 3 | |||
| The Duality of Social Media: Structuration and Socialization through Organizational Communication | | BIBAK | Full-Text | 12 | |
| Wietske Van Osch; Contantinos K. Coursaris | |||
| Drawing on Habermas' theory of communicative action, this conceptual paper
proposes the Organizational Social Media Lifeworld (OSML) as a useful model for
disentangling the complex use of social media in organizations and its enabling
role for organizational communication. Based on the OSML model, we show how
social media are intrinsic to each of these four elements -- actors, action,
entity and culture -- and how it enables the two overarching organizational
processes of structuration and socialization. Herefrom we delineate a set of
communication archetypes for making sense of the plethora of social media
activities in organizational contexts, which can further guide research and
practice. In order to illustrate the OSML model, we provide seven illustrative
vignettes of the use of Facebook Pages for organizational communication
pertaining to the various foundational actions and processes within an
organization that are supported through four functional material properties.
Finally, we provide implications for future research. Keywords: Organizational Social Media Lifeworld (OSML), Organizational Communication,
Communicative Action, Structuration, Socialization, Facebook Note: Session 2, Paper 1 | |||
| The Relations among Executive Functions and Users' Perceptions toward Using Technologies to Multitask | | BIBAK | Full-Text | 5 | |
| Yulia Wati; Fred Davis | |||
| In this research, we examined the influence of information processing
abilities (i.e., executive functions) on users' perceptions about technologies.
Borrowing the literature from psychology discipline, we explained how
individual's working memory capacity (WMC), focus, and flexibility skills
influence cognitive absorption, perceived ease of use, and perceived usefulness
in the context of technologies multitasking. We also integrated a micro-level
measure (n-Back task to measure WMC) and macro-level measures (self-report
questionnaire) in this present study. The results revealed that individual's
information processing mechanism influences the degree of his or her cognitive
absorption when he or she engages in more than one task or technology
simultaneously or sequentially. An individual is likely to experience high
degree of cognitive absorption if he or she is able to balance the focus and
flexibility. Furthermore, we found that WMC is positively associated with
perceived ease of use. Together, perceived ease of use and cognitive absorption
influence perceived usefulness. Keywords: Focus, Flexibility, WMC, Cognitive Absorption Note: Session 2, Paper 3 | |||
| Interpersonality and Online Persuasion | | BIBAK | Full-Text | 16 | |
| Vance Wilson; Soussan Djamasbi | |||
| Computer-mediated communication (CMC), such as email, instant messaging, and
online texting, is an important channel for influencing message receivers'
behavior. While most communication media are structurally biased to support
either interpersonal or broadcast modes of communication, CMC can support both.
Because of this we argue that receivers are likely to comply with a CMC message
based on certain characteristics that distinguish interpersonal communication
from broadcast communication. Grounded in interdisciplinary theories, we
propose a model that predicts receivers' intention to comply with a CMC
message. Results of empirical testing show that our proposed model has strong
explanatory power. The results have important theoretical contributions to IS
research and also provide practical insights for communicating effectively via
CMC. Keywords: Information and communication technologies (ICT), persuasion, interpersonal
communication, broadcast communication, theory development Note: Session 1, Paper 2 | |||
| Effects of Alternative Coding Strategies on Computer Software Training: Imagery Coding and Procedural Coding | | BIBAK | Full-Text | 6 | |
| Mun Y. Yi; Jincheul Jang | |||
| Computer training is vital for improving user interaction with a system.
Prior research on computer training indicates that behavior modeling is highly
effective for computer skill acquisition and can be further improved by
incorporating symbolic coding processes. Building upon dual coding theory, our
study proposes two new coding strategies, imagery coding and procedural coding,
and examines the effects of those alternative coding strategies on computer
learning outcomes relative to textual coding in a modeling-based training
context. A training program on a popular computer graphic application was
offered in a university setting and attended by 190 trainees. The study results
show that modeling-based training can be significantly improved by
incorporating the proposed new coding approaches but the specific coding
strategy should be carefully chosen depending on the target learning outcome. Keywords: Computer training; Behavior modeling; Dual coding theory; Imagery coding;
Procedural coding; Modeling-based training Note: Session 2, Paper 22 | |||
| Co-Navigability, Tracking Fulfillment and Autonomy in Collaborative Online Shopping | | BIBAK | Full-Text | 2 | |
| Yanzhen Yue; Zhenhui Jiang | |||
| Shopping is generally a social behavior, frequently done while accompanied
by friends or family. Lack of social interaction is considered to be a critical
barrier that defers customers from shopping online. As a new paradigm of
e-commerce, collaborative online shopping (COS), defined by Zhu et al. (2010)
as "the activity in which a customer shops at an online store concurrently with
one or more remotely located shopping partners", may dramatically improve
customers online shopping experience by fulfilling their needs to shop in a
social and collaborative way (O'Hara and Perry, 2001). Collaborative online
shopping would not only benefit online customers, but also furnish online
vendors with more potential revenues, since shoppers accompanied by others
generate more need recognition and spend more than when shopping alone (Kurt et
al., 2011). Collaborative online shopping is emerging as an instrumental way to
largely increase customer satisfaction and generate more revenues for online
vendors. For example, according to Internet Retailer (2010), collaborative
online shopping helps drive 15% increase in sales at a leading German skincare
website. Although collaborative online shopping is very common in everyday life
(Huang et al., 2012), it is not well supported by current systems (Benbasat,
2010). Due to the very few findings on COS, both the guidelines for system
designers and our understanding towards theCOSmechanisms are rather limited. To
fill this research gap, we argue that when customers collaboratively shop with
their companions online, they act both as individuals and as members of the
shopping group. As shopping group members, customers require information about
each other to maintain awareness; while as individuals, they demand flexible
means for interacting with the website and the product information (Gutwin and
Greenberg, 1998). In consideration of the paramount benefits for online
customers/vendors and the deficiency in research findings, much more effort is
desired for researchers to comprehensively explore how systems could be
designed to better support COS and improve collaborative online customers'
shopping experience by balancing both the group needs (e.g. share and discuss
information with each other) and the individual needs (e.g. freely browse
product information without much interruption from partners). Keywords: online shopping, tracking fulfillment, collaborative shopping | |||
| Culture's Influence on Buyer's Behavior in Online Auction | | BIBAK | Full-Text | 3 | |
| Sarah Yixin Zhang | |||
| Auction is very common among e-commerce sites. Economists believe auction is
a more efficient pricing format than fixed price, in terms that buyer who
values the good most will bid highest and wins the auction (Wang 1993; Wang et
al. 2008). The assumption is that buyers are rational, and they bid according
to their valuations of the goods, and valuations are fixed before the auction
starts. This rationality assumption has been challenged by many empirical
findings, such as findings on herding (Dholakia et al. 2001; Simonsohn et al.
2007), and overbidding (Lee et al. 2007). Consumer researchers examined online
auctions from the lens of social psychology, and studied issues such as effects
of expertise (Wilcox 2000), and pseudo endowment effect (Wolf et al. 2005).
Researches in information systems filed have noted the role of information in
facilitating bidding (Adomavicius et al.2005, Gregg et al. 2008). Still, our
understanding of buyer's behavior in online auction is limited (Pinker et al.
2003). In particular, culture's influence on online auction has received
relatively little attention. To study culture's influence on auction, we
leverage a framework of auction proposed by Ariely et al. (2003), and view
auction as a multi-stage process, containing 1) auction choice/entry, 2) middle
phase, and 3) end of auction. We adopt Hofstede's cultural dimensions (Hofstede
1991) and propose to examine: 1) influence of uncertainty avoidance tendency on
buyer's intention to participate in auction, 2) influence of
individualism/collectivism on buyer's bidding behavior, and 3) influence of
masculinity/femininity values on buyer's perception of seller and intention to
join future auction. We note that individuals identify with cultural values to
different extent, and examine individual espoused cultural values instead of
using the national culture scores (Oyserman et al. 2008; Srite et al. 2006). Keywords: online auctions, culture, e-commerce, buyer behavior | |||