0000000000025791
AUTHOR
Markus Salo
Emergence of technostress among employees working with physical robots
Despite the growing body of literature on technostress, there is limited knowledge about the emergence of technostress among people working with physical robots. In this paper, we aim to address this research gap by exploring how technostress emerges among employees working with physical robots. The study was based on qualitative online questionnaire responses from 197 present or previous users of robots at work. Based on our data, we identified several robot-related environmental conditions that contributed to perceived work-related stress. Our findings reveal that the emergence of technostress among employees working with physical robots has distinct characteristics and that the technostr…
Exploring Early Adolescents' Problem-Focused Strategies for Coping With Stressful IT Use Experiences
In today’s technology-oriented world, individuals’ ability to cope with information technology (IT) has become increasingly important. This is especially relevant for early adolescents, who are expected to use IT from an early age on as part of their everyday lives. Although early adolescents’ IT use and its outcomes have been studied, their related coping strategies have received less attention. The current study focuses on early adolescents’ problem-focused strategies used to cope with stressful IT use experiences. The underlying data consist of semistructured interviews with 31 early adolescents. The results show that the strategies used by early adolescents differ in terms of their perv…
Proximal and distal antecedents of problematic information technology use in organizations
PurposeExcessive use of work-related information technology (IT) devices can lead to major performance and well-being concerns for organizations. Extant research has provided evidence of the incidence of such problematic IT use in organizations. We extend the understanding of problematic IT use by examining its individual (proximal) and organizational (distal) antecedents.Design/methodology/approachDrawing from the self-worth theory and the concept of fear of being left behind, we address proximal antecedents that lead to problematic IT use. Drawing from the concept of autonomy paradox, we address distal antecedents of problematic IT use through a positive association with the two proximal …
Building Strategic Partnerships for Value Co-Creation : A Conceptual Framework for Digital Service Organizations
In today’s competitive, fast-paced, and technology-driven markets, digital service organizations are increasingly forming strategic partnerships to transform their businesses, accelerate innovation opportunities, and offer customers enhanced value. How these partnerships should be built to enable value co-creation and strengthen collaboration between the partner organizations has thus become an important question for research and practice. This research develops a conceptual framework to explain value co-creation in strategic (digital service) partnerships and identifies its key enablers. We contribute to the literature by expanding our understanding of how value co-creation between partner…
Sources of Dissatisfaction: Mobile Interaction with the Real World and Other Mobile Internet Applications
Current consumer-level mobile Internet applications involve many potential sources of dissatisfaction. Studying these sources is necessary, especially for newer application areas such as mobile interaction with the real world. This study combined previous studies to form a categorization framework of dissatisfaction sources and gathered qualitative data using critical incident technique and overall evaluation questionnaire to describe the sources in detail. This article proposes insights into characteristics, temporality, and combinations of sources. peerReviewed
Distress, Eustress, or No Stress? Explaining Smartphone Users' Different Technostress Responses
Technostress is common and has harmful consequences. Therefore, researchers have shown increasing interest in explaining technostress in the field of information systems (IS). While extant research merits in identifying the causes and consequences of technostress, it has not explained empirically why information technology (IT) users have different responses to similar potentially stressful IT events. Indeed, events such as smartphone failures can derive negative distress responses for some users and positive eustress responses for others. To address this gap in research, we conducted a qualitative study by interviewing users who had experienced smartphone failures. As a contribution, our f…
Flow barriers : What prevents software developers from experiencing flow in their work
Software development requires high problem-solving skills and creativity, making it a profession with good opportunities to become immersed in a flow experience. The characteristics of flow experience are absorption, enjoyment, and intrinsic motivation toward the activity. This study aims to better understand the barriers that prevent software developers from experiencing flow at work. Previous research has mostly examined software developers’ productivity, flow being one component of productive workdays. This study addresses the research gap by exploring the barriers to experiencing flow in software development. A qualitative questionnaire was used to gather data about flow experiences fro…
The Screen Is Yours—Comparing Handheld Pairing Techniques for Public Displays
Whereas mobile devices have been heavily investigated as remote controls for distant displays, research on the fundamental first step, the pairing with the display, is scarce. In a comparative user study with 31 participants we evaluated five potential pairing techniques concerning their performance and acceptance for connecting to a public display and gained insights into the general requirements for pairing techniques in this special usage context. Besides four established mobile interaction techniques (touching an NFC tag, capturing a QR code, scanning, and manual input), our study considered a recent appropriate pairing technique called display pointing, which allows passers-by to conne…
Online user survey on current mobile augmented reality applications
Augmented reality (AR) as an emerging technology in the mobile computing domain is becoming mature enough to engender publicly available applications for end users. Various commercial applications have recently been emerging in the mobile consumer domain at an increasing pace — Layar, Junaio, Google Goggles, and Wikitude are perhaps the most prominent ones. However, the research community lacks an understanding of how well such timely applications have been accepted, what kind of user experiences they have evoked, and what the users perceive as the weaknesses of the various applications overall. During the spring of 2011 we conducted an online survey to study the overall acceptance and user…
Two decades of the dark side in the information systems basket: suggesting five areas for future research
Despite its benefits, information technology (IT) use is associated with serious negative effects on individuals. For example, technostress and IT addiction can harm IT users’ organizational performance and everyday well-being. Such dark side phenomena have become more evident since IT has transmuted into a major component of humans’ job routines and private lives. However, since current information systems (IS) research on the dark side is in an early and fragmented stage, there is a need for a synthesis. To address this need, we conducted a literature review of 37 articles published in the IS basket journals between 1995 and 2015. We detected four key phenomena: technostress, information …
Modular Service Design of Information Technology-Enabled Services
The literature has proposed ways to modularize information-technology-enabled services (ITeS) with limited success. We argue that applying design principles (DPs) can address this gap and revitalize the service modularization literature. With a qualitative research study, we develop exemplar DPs and a set of prioritized DPs for ITeS. We contribute to the literature by demonstrating how complex service systems, specifically ITeS, can be modularly designed. Our DPs show how different ITeS design elements or service attribute combinations impact the outcome-driven design of service experience. Based on the findings, we present a modular service design framework and a service design method tha…
Mitigating technostress is not easy, but it’s doable
Although personal use of digital technologies is often characterised as fun and voluntary, technostress is anything but. Floods of push notifications and information from personal devices and the constant pressure to be available online can contribute to poor well-being, fatigue, and concentration problems. Markus Salo, Henri Pirkkalainen, Cecil Chua and Tiina Koskelainen explain how technostress develops over time and how users can mitigate it. nonPeerReviewed
Explaining users' critical incidents of physical mobile interactions
Deliberate or Instinctive? : Proactive and Reactive Coping for Technostress
Employees in organizations face technostress that is, stress from information technology (IT) use. Although technostress is a highly prevalent organizational phenomenon, there is a lack of theory-based understanding on how IT users can cope with it. We theorize and validate a model for deliberate proactive and instinctive reactive coping for technostress. Drawing from theories on coping, our model posits that the reactive coping behaviors of distress venting and distancing from IT can alleviate technostress by diminishing the negative effect of technostress creators on IT-enabled productivity. The proactive coping behaviors of positive reinterpretation and IT control can help IT users by in…
Explaining Extreme Mobile Experiences
Extreme service or product experiences have a major influence on perceptions and behavior. Therefore, numerous studies have collected such single positive and negative experiences to understand which factors affect (dis)satisfaction, value, and quality. However, most of these studies lack the process approach needed for understanding why and how these experiences take place and proceed, whereas the context of mobile applications has also remained highly unexplored. This study aims to fill the gap by presenting the mobile experience process model with empirical evidence of extreme experiences from 606 actual mobile application users. With the help of the model and the detailed descriptions o…
Technostress and Social Networking Services: Uncovering Strains and Their Underlying Stressors
Numerous users of social networking sites and services (SNS) suffer from technostress and its various strains that hinder well-being. Despite a growing research interest on technostress, the extant studies have not explained what kinds of various strains can SNS use create and how can these strains be traced back to different stressors. To address this gap in research, we employed a qualitative approach by narrative interviews. As a contribution, our findings introduce four SNS strains (concentration problems, sleep problems, identity problems, and social relation problems) and explain how they link with different underlying SNS stressors. As practical implications, the findings of this stu…
Technostress and social networking services: Explaining users' concentration, sleep, identity, and social relation problems
It is common for users of social networking sites and services (SNS) to suffer from technostress and the various associated strains that hinder their well‐being. Despite prior SNS stress studies having provided valuable knowledge regarding SNS stressors and their use consequences, they have not examined the various strains related to well‐being that those stressors can create nor the underlying SNS characteristics. To address this gap in the research, we used a qualitative approach involving narrative interviews. As a contribution, our findings reveal four types of strains related to well‐being (concentration problems, sleep problems, identity problems, and social relation problems) as well…
Career Transitions of eSports Athletes : A Proposal for a Research Framework
eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas. Despite a growing research interest in eSports, a void of knowledge exists regarding eSports athletes' career aspects. To address the gap in research, this paper aims to take an initial step by proposing a framework for eSports athletes' career transitions. The framework combines two approaches from sport psychology and sport literature. The framework can help eSports athletes, coaches, and other st…
Social media overload, exhaustion, and use discontinuance : Examining the effects of information overload, system feature overload, and social overload
While users’ discontinuance of use has posed a challenge for social media in recent years, there is a paucity of knowledge on the relationships between different dimensions of overload and how overload adversely affects users’ social media discontinuance behaviors. To address this knowledge gap, this study employed the stressor–strain–outcome (SSO) framework to explain social media discontinuance behaviors from an overload perspective. It also conceptualized social media overload as a multidimensional construct consisting of system feature overload, information overload, and social overload. The proposed research model was empirically validated via 412 valid questionnaire responses collecte…
Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications
Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …
Taking on the “Dark Side” : Coping With Technostress
Technostress is stress that individuals experience due to their use of information technology. It is associated with critical workplace consequences including reduced productivity. While the negative consequences are well known, what is less understood is how individuals can cope with technostress to alleviate them. We report on two studies that explain how organizational IT users can cope with technostress. The first is a qualitative study conducted in the U.K., by interviewing thirty executives/knowledge workers. Here, we identified seven coping behaviors that individuals engage in, in response to technostress. The second is a survey of 846 U.S. employees who use IT in their workplace. He…
Role of situational context in use continuance after critical exergaming incidents
Use continuance is crucial in terms of information systems (IS) success. Previous research has shown that situational context can be central for IS use continuance but has paid limited attention to its specific characteristics. Furthermore, the link between situational context and use continuance has remained unexplored in the novel area of “exergames,” which are defined as digital games requiring physical effort from the player that determines the outcome of the game. Studying exergames is deemed important due to their potential in providing health benefits for users, revenues for providers, and well‐being for societies. However, their potential remains unreached because users tend to disc…
Conceptualizing the Value Co-Destruction Process for Service Systems: Literature Review and Synthesis
This study conceptualizes the notion of value co-destruction by reviewing and synthesizing the scattered and scarce value co-destruction literature in interdisciplinary fields. Building on our synthesis, we outline a conceptual framework for the value co-destruction process consisting of three interrelated categories of key concepts. Our framework helps in identifying, analyzing and rectifying unwanted outcomes of a service process and highlighting the dynamic nature of value co-destruction in service systems. peerReviewed
User behaviours after critical mobile application incidents : the relationship with situational context
Users occasionally have critical incidents with information systems (IS). A critical IS incident is an IS product or service experience that a user considers to be unusually positive or negative. Critical IS incidents are highly influential in terms of users’ overall perceptions and customer relationships; thus, they are crucial for IS product and service providers. Therefore, it is important to study user behaviors after such incidents. Within IS, the relationships between the situational context and user behaviors after critical incidents have not been addressed at all. Prior studies on general mobile use as a related research area have recognized the influence of the situational context,…
Value Co-Destruction: A Conceptual Review and Future Research Agenda
The service-dominant (S-D) logic lens for understanding value co-creation and customers’ interactive roles in the service exchange has emerged as a focal theme of interest among service academics and practitioners. While recent investigations have also focused on the process of value co-destruction—that is, how potential negative outcomes occur—the concept and its distinction from value co-creation remain unclear. This conceptual review synthesizes the concept of value co-destruction and proposes a framework consisting of two interrelated dimensions—actor–actor interaction and individual actor —and their components at three temporal points of the service encounter. We distinguish value co-…
Teknostressi häiritsee keskittymistä, unta ja ihmissuhteita, mutta sen torjumiseen on keinonsa
Teknologian liiallisen käytön aiheuttama stressi eli teknostressi kuormittaa monia työssä ja vapaa-ajalla. Vaikka esimerkiksi sosiaalisen median käyttäminen tuntuu ihmisistä usein mukavalta, pitkän päälle se myös tuottaa stressiä, heikentää keskittymiskykyä ja vie energiaa muulta elämältä. Teknostressiä voi kuitenkin lievittää muutamalla yksinkertaisella keinolla. nonPeerReviewed
Supplemental Material - Value Co-Destruction: A Conceptual Review and Future Research Agenda
Supplemental Material for Value Co-Destruction: A Conceptual Review and Future Research Agenda by Juuli Lumivalo, Tuure Tuunanen, and Markus Salo in Journal of Service Research
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IT engagement as a blessing and a curse? Examining its antecedents and outcomes in organizations
Information technology (IT) engagement is defined as a need to spend more time using IT. Practice-based examples show that IT engagement can have adverse effects in organizations. Although users can potentially get more work done through IT engagement, observations show that the users might jeopardize their well-being and hamper their work performance. We aimed to investigate this complexity in the research on IT engagement by examining its potential antecedents and outcomes in organizations. Considering the potentially mixed outcomes, we developed a model to examine the effects of IT engagement on personal productivity and strain. We also aimed to explain the antecedents of IT engagement b…
sj-pdf-2-jsr-10.1177_10946705221082775 – Supplemental Material for Modular Service Design of Information Technology-Enabled Services
Supplemental Material, sj-pdf-2-jsr-10.1177_10946705221082775 for Modular Service Design of Information Technology-Enabled Services by Tuure Tuunanen, Markus Salo, and Feng Li in Journal of Service Research
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…
Formation and Mitigation of Technostress in the Personal Use of IT
Understanding information technology (IT) use is vital for the information systems (IS) discipline due to its substantial positive and negative consequences. In recent years, IT use for personal purposes has grown rapidly. Although personal use is voluntary and can often reflect fun, technostress is a common negative consequence of such use. When left unaddressed, technostress can cause serious harm to IT users. However, prior research has not explained how technostress forms over time or how its mitigation takes place in a personal—rather than organizational—environment. To address these research gaps, we conducted a qualitative study with narrative interviews of IT users who had experienc…
Employees’ challenges and needs for reskilling when working with software robots
Software robots are becoming increasingly adopted in different industries. The growing rate of automatization will affect more and more people and will result in changes in businesses of all sizes. Impacts can be observed at both the organizational and individual employee levels. A growing number of studies of software robots’ advantages and disadvantages on an organizational or industry-specific level have been carried out. However, there is limited knowledge about the employees’ perceptions of challenges and new skills needed when working with software robots. This study addresses this gap by using open-ended questionnaire responses from employees who have worked with software robots. Thi…
The emergence of technostress in software development work: Technostressors and underlying factors
Software development is a fast-growing market that is heavily tied to information technology (IT) use. Despite the high utilization of IT and high stress levels of software developers, research has largely neglected the effect of IT use on stress experienced by software developers. To address this gap in the research, we employ the concept of technostress. Prior technostress research has found many technostress-creating factors that cause severe negative consequences for both organizations and their employees. Despite these advancements, little is known about how technostress emerges in different organizational contexts and the underlying factors behind the technostress creators in these co…
Taking on the “Dark Side”–Coping With Technostress
Technostress is stress that individuals experience due to their use of information technology. It is associated with critical workplace consequences including reduced productivity. While the negative consequences are well known, what is less understood is how individuals can cope with technostress to alleviate them. We report on two studies that explain how organizational IT users can cope with technostress. The first is a qualitative study conducted in the U.K., by interviewing thirty executives/knowledge workers. Here, we identified seven coping behaviors that individuals engage in, in response to technostress. The second is a survey of 846 U.S. employees who use IT in their workplace. He…
"I just cursed and opened a beer" : Explaining Mobile Users' Non-Complaining Behavior Through Coping
Many users experience frustrating incidents with mobile applications. However, most users do not complain about their highly negative incidents to the application providers. Such dissatisfied non-complainers cause damage to application providers: they tend to exit, switch, and spread negative word-of-mouth. Therefore, it is important to understand why mobile users do not complain about their highly negative incidents. Within information systems (IS), there are no explanations for this dilemma. To address this gap, we conducted a qualitative study. By utilizing the theory of coping as a theoretical lens, we generated a mobile-specific theory that comprises problem-focused and emotion-focused…
sj-pdf-1-jsr-10.1177_10946705221082775 – Supplemental Material for Modular Service Design of Information Technology-Enabled Services
Supplemental Material, sj-pdf-1-jsr-10.1177_10946705221082775 for Modular Service Design of Information Technology-Enabled Services by Tuure Tuunanen, Markus Salo, and Feng Li in Journal of Service Research
Factors Enabling and Hindering Value Co-Creation in Continuous Service Development: A Systematic Literature Review
This paper presents a systematic literature review (SLR) investigating the factors that enable and hinder value co-creation in organizations’ continuous service development processes. Employing the lens of service-dominant (S-D) logic, we classify the identified factors into three interrelated dimensions: institutions, resources, and service exchange. Our systematic findings may inform organizations’ efforts to support the emergence of positive rather than negative value outcomes when implementing continuous practices in their service development. In addition, we outline avenues for further research in this emerging topic area. peerReviewed
Why Do Users Switch Mobile Applications? : Trialing Behavior as a Predecessor of Switching Behavior
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 sw…
Exploring early adolescents’ stressful IT use experiences
Early adolescents are accustomed to using information technology (IT) for different purposes as a part of their everyday life. While IT use can provide many benefits, it can also include negative experiences, such as feelings of stress (i.e. technostress). Considering that young IT users’ technostress perspectives have remained limited in the literature, this paper attempts to contrast their experiences with aspects from earlier research. A qualitative content analysis of semi-structured interviews with 31 primary and secondary school students reveals that early adolescents have encountered stressful IT use experiences that vary based on the degree of stress. The experiences relate to diffe…
Coping with technostress: when emotional responses fail
In this study, we develop two new perspectives for technostress mitigation from the viewpoint of coping. First, we examine users’ emotional coping responses to stressful IT, focusing specifically on distress venting and distancing from IT. As these mechanisms may not always be effective for individuals’ well-being, we extend our approach to self-regulation in coping, which concerns general stress-resistance. Thus, we specifically study how IT control moderates the effect of emotional coping responses to stressful situations involving IT use. We test the proposed model in a cross-sectional study of IT users from multiple organizations (N=1,091). The study contributes to information systems l…
sj-pdf-1-jsr-10.1177_10946705221082775 – Supplemental Material for Modular Service Design of Information Technology-Enabled Services
Supplemental Material, sj-pdf-1-jsr-10.1177_10946705221082775 for Modular Service Design of Information Technology-Enabled Services by Tuure Tuunanen, Markus Salo, and Feng Li in Journal of Service Research
User Perspective on the Adoption of Mobile Augmented Reality Based Applications
Mobile augmented reality (AR) based applications enable digital content to be connected with the user’s real world surroundings. To begin with, the current types of consumer-level applications are introduced. The main purpose of the chapter is to study the adoption and perceived strengths and weaknesses of mobile AR-based applications by analyzing quantitative and qualitative responses of 90 actual users. Diffusion of innovations (DOI) theory is adopted with structural equation modeling (SEM) to investigate the intention to use such applications. Perceived strengths and weaknesses, mentioned by the users, are analyzed by qualitative coding. Results indicate that the constructs of diffusion …
User behaviours after critical mobile application incidents: the relationship with situational context
Users occasionally have critical incidents with information systems IS. A critical IS incident is an IS product or service experience that a user considers to be unusually positive or negative. Critical IS incidents are highly influential in terms of users' overall perceptions and customer relationships; thus, they are crucial for IS product and service providers. Therefore, it is important to study user behaviours after such incidents. Within IS, the relationships between the situational context and user behaviours after critical incidents have not been addressed at all. Prior studies on general mobile use as a related research area have recognized the influence of the situational context,…
sj-pdf-2-jsr-10.1177_10946705221082775 – Supplemental Material for Modular Service Design of Information Technology-Enabled Services
Supplemental Material, sj-pdf-2-jsr-10.1177_10946705221082775 for Modular Service Design of Information Technology-Enabled Services by Tuure Tuunanen, Markus Salo, and Feng Li in Journal of Service Research
Why not complain? A paradoxical problem for mobile service and application providers
Complaints from dissatisfied users of information systems (IS) help service and product providers decrease user churn and switching, prevent negative word-of-mouth, and improve their services and products. However, many dissatisfied individuals do not complain at all; rather, they remain silent, switch, or quit usage. The dilemma is particularly relevant in the context of mobile services and applications, in which only a fraction of users has been found to complain after negative experiences, even extreme ones. Although researchers have studied the reasons for complaining, only a few have investigated the reasons why individuals do not complain. To our best knowledge, there are no studies e…
Professional social media-enabled productivity : a five-wave longitudinal study on the role of professional social media invasion, work engagement and work exhaustion
PurposeSocial media platforms are increasingly used at work to facilitate work-related activities and can either challenge or make people feel more productive at jobs. This study drew from technostress and employee well-being literature and analyzed longitudinal effects of professional social media (PSM) invasion, work engagement and work exhaustion on PSM-enabled productivity.Design/methodology/approachNationally representative five-wave survey data of Finnish employees were analyzed with hybrid multilevel linear regression analysis. Outcome measure was PSM-enabled productivity and the predictors included PSM invasion, work exhaustion and work engagement. Age, gender, education, occupation…
The Role of Anticipatory Emotions and their Contagiousness in an IS Project
The previous research has shown increasing interest in understanding anticipatory emotions and their contagion, which can happen in dyads or groups as well as in other settings in organizations. The role of anticipatory emotions and their behavioral effects remain unexplored in IS projects. To address the research gap, we conducted a qualitative and longitudinal case study in order to understand what arethe role and consequences of the anticipatory emotions in IS project work, and how their contagiousness emerges over time. Adopting a model of group emotional contagion as a theoretical lens provided us with an opportunity to explain the relationship between anticipatory emotions and emotion…
Behavior change types with Pokémon GO
Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…
The Interplay of IT Users’ Coping Strategies : Uncovering Momentary Emotional Load, Routes, and Sequences
Despite the positive aspects of information technology (IT) use, it is common for users to experience negative IT incidents. Examples of negative IT incidents include getting lost in an unfamiliar country due to a dysfunctional map application and missing a monetary insurance benefit due to the failure of an activity tracker application. Such incidents can harm IT providers by giving rise to user dissatisfaction, discontinued use, switching, and negative word-of-mouth. To minimize this harm, it is important to understand how users cope after negative incidents. Specifically, information systems (IS) researchers have called for research that uncovers the complex interplay of IT users’ coping…
Explaining information technology users’ ways of mitigating technostress
Technostress refers to the inability of an individual to deal with information technology (IT) in a healthy manner. Researchers, practitioners, and medical professionals have emphasized the omnipresence of technostress and its severe outcomes, including poor well-being and burnout. Despite the importance of the phenomenon, prior research has paid limited attention to how technostress can be mitigated. The few existing studies examine organizational mitigation mechanisms, but we could not find any studies that focus on individual IT users’ own ways of mitigating technostress outside of work. To address the research gap, we conducted a qualitative study to uncover users’ ways of mitigating te…
One More, One More... You Get Stuck" : The Role of Craving in Smartphone-Related Technostress
Smartphones have been integrated into nearly every aspect of human life. Because of them, being entertained, communicating with others, and finding information has never been easier. Even though such possibilities are positive on the surface, the versatile nature of smartphones has also created issues, such as people using them compulsively or excessively. By collecting and analyzing data from 30 semistructured interviews, we explored how users may experience craving unstoppable/uncontrollable desire to use, despite the negative consequences) that make them use smartphones compulsively or excessively. Such use may eventually lead to technostress, which is stress caused by technology use. We…
Älylaitteet ja stressi: Aiheuttajat, seuraukset ja hallintakeinot
Consumer value of camera-based mobile interaction with the real world
Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to reflect actual use experiences from 107 application users with a recognized consumer value framework by Holbrook. The findings of the study suggest that at the current state value is heavily based on utilitarian efficiency and excellence. Although the applications enable a diverse value, they have yet to fulfill their potential in providing hedoni…