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Proceedings of the 2012 AIS SIGHCI Workshop on HCI Research in MIS

Fullname:Proceedings of the 11th Annual Workshop on HCI Research in MIS
Editors:Soussan Djamasbi; Dianne Cyr; Alexandra Durcikova; Hong Sheng; Miguel Aguire-Urreta
Location:Orlando, Florida
Standard No:hcibib: SIGHCI12
Links:Workshop Proceedings | Workshop Program
Summary:The objective of the workshop is to provide an open and constructive discussion forum of important HCI research in Information Systems that addresses the ways humans interact with information, technologies, and tasks -- especially in business, managerial, organizational, social and/or cultural contexts. HCI in MIS is concerned with the macro level (versus the micro level) of Human-Computer Interaction analysis.
Theory-based Taxonomy of Feedback Application Design for Electricity Conservation: A User-Centric Approach BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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? BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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? BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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