0000000000281720

AUTHOR

Tuure Tuunane

0000-0001-7119-1412

showing 51 related works from this author

Domain Specific Case Tool for ICT-Enabled Service Design

2014

One major problem in service design is the limited availability of information gathered during the development process. In particular, information on end-user requirements is difficult for designers, developers, and maintainers to access. Here, we provide a mechanism that supports the gathering and modeling of various types of information throughout the service and software development life cycle. As various existing tools focus on a particular part of the life cycle, essential information is not available, or it is more difficult to obtain in later stages. The linkage between information collected in the different stages is often lost. The implemented tool support enables the modeling of r…

ta113Service (systems architecture)Computer sciencebusiness.industryService designDomain (software engineering)SoftwareUnified Modeling LanguageInformation and Communications TechnologySystems development life cycleComponent (UML)Component-based software engineeringSoftware engineeringbusinessComputer-aided software engineeringcomputercomputer.programming_language2014 47th Hawaii International Conference on System Sciences
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Introduction to Innovation, Design, and Development of ICT-Enabled Services Minitrack

2014

This minitrack's purpose is to draw researchers' attention to Innovation, Design, and Development of ICT Enabled Services for both Consumers and Enterprises. It provides a discussion forum for researchers interested in fostering a service-based approach to these areas as well as an opportunity to present and debate both design and theory-based solutions to the problems facing industry in the deployment of ICT enabled services [1-3]. In a broad sense, ICT enabled services can be defined as [1]: "systems that enable value co-creation through the development and implementation of information and communication technology enabled processes that integrate system value propositions with customer v…

Value (ethics)Service (business)Knowledge managementbusiness.industrySoftware deploymentInformation and Communications TechnologyValue propositionInformation systemContext (language use)businessInnovation design2014 47th Hawaii International Conference on System Sciences
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100+ Metrics for Software Startups : A Multi-Vocal Literature Review

2019

Metrics can be used by businesses to make more objective decisions based on data. Software startups in particular are characterized by the uncertain or even chaotic nature of the contexts in which they operate. Using data in the form of metrics can help software startups to make the right decisions amidst uncertainty and limited resources. However, whereas conventional business metrics and software metrics have been studied in the past, metrics in the spe-cific context of software startup are not widely covered within academic literature. To promote research in this area and to create a starting point for it, we have conducted a multi-vocal literature review focusing on practitioner literat…

FOS: Computer and information sciencesGeneral Economics (econ.GN)metriikkametricComputer Science - General LiteratureGeneral Literature (cs.GL)startup-yrityksetFOS: Economics and businessmulti-vocal literature reviewdatasoftware startupsnew business enterpriseskirjallisuuskatsauksetEconomics - General Economics
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Modular Service Design of Information Technology-Enabled Services

2022

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…

service modularizationdesign principlesOrganizational Behavior and Human Resource ManagementSociology and Political Sciencesähköiset palvelutmodular service design methodComputerApplications_COMPUTERSINOTHERSYSTEMSinformation-technology-enabled servicespalvelumuotoilumodulaarisuusInformation SystemsJournal of Service Research
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Logic for accumulation of design science research theory

2014

The paper introduces a structured logic for iterative and incremental accumulation of a design theory during a research project and across research programs. The logic is proposed to help researchers understand the links between parallel search spaces related to a particular design and linking to theoretical knowledge bases produced by previous search processes. The proposition rests on the notion that representing the structure and logic of design science research (DSR) theory using CIMO enables the elements of the knowledge base to be more easily evaluated, combined, and transferred between related search spaces. We view DSR theory development as an iterative and incremental social proces…

Structure (mathematical logic)ta113Knowledge basebusiness.industryProcess (engineering)Computer scienceDesigntheoryPropositionDesign science researchArtificial intelligenceDevelopment theorybusiness
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Understanding flow experience from users’ requirements

2015

This paper argues that the concept of flow can be useful in gaining a better understanding of information system users’ flow experience. This paper applies this concept in the requirements development phase of an Internet protocol television e-learning service development project. The findings show that flow experience can be visualised and measured, and that there are differences in how users see and perceive different features. Some features are driven by more experiential needs, whereas others are driven by more task-oriented goals. The findings indicate that the users’ perceived flow experiences can already be measured during the early phases of information systems IS development projec…

EngineeringKnowledge managementtaskFlow (psychology)laddering interviews02 engineering and technologyinformation systemsExperiential learningPhase (combat)utilitarianlaw.inventionTask (project management)Arts and Humanities (miscellaneous)law0502 economics and businessInternet Protocol0202 electrical engineering electronic engineering information engineeringDevelopmental and Educational PsychologyInformation systemuserrequirementsDesign methodsta113Requirements managementexperientialbusiness.industry05 social sciencesGeneral Social Sciences020207 software engineeringcritical success chainsHuman-Computer Interaction050211 marketingbusinessflow experiencehedonicBehaviour & Information Technology
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Advancing Design Science Research with Solution-based Probing

2019

We propose solution-based probing as an extension of action design research. The core idea is that researchers bring a prototype solution (probe) into one or more fields and explore to synthesize robust and generalizable design knowledge, along with knowledge of the phenomena and correlations we discover. We believe proposing solutions creates opportunities for researchers to innovate and to document the impact. In addition, solutions can be effective probes for advancing theory, in terms of design theories and in creating exploratory foundations for behavioral and causal theory. We illustrate solution-based probing with four exemplar studies in the areas governance of municipalities, polic…

solution-based probingsuunnitteludesign science research10009 Department of InformaticsteknologiaSystems engineeringorganisaatiotSociologyDesign science researchorganizational systemsratkaisut000 Computer science knowledge & systemsProceedings of the Annual Hawaii International Conference on System Sciences
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Consumer Information Systems as Services

2017

Consumer Information Systems (CIS) are a type of information systems that provides services to consumers instead of addressing users in traditional organizational settings, such as Internet based television. Services typically involve a trade-off between achieving high service productivity and quality. The use of service mass customization to successfully address these issues of both productivity and quality in a service context is proposed. We suggest that the development of Consumer Information Systems as Services (CISaS) may achieve such service mass customization. This paper presents a conceptual framework and investigates how it applies to a set of Internet Protocol Television (IPTV) o…

Service (business)Knowledge managementbusiness.industryMass customizationmedia_common.quotation_subjectIPTVContext (language use)Conceptual frameworkInformation systemQuality (business)BusinessMarketingEmerging marketsmedia_common
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Population targeted requirements acquisition

2018

ABSTRACTWe use social science theories, design science research methodology, and our experience in five development projects to design principles for selecting or adapting requirements acquisition (RA) techniques for use with populations of customers and users. The information systems (IS) literature has not systematically focused on the adaption of RA techniques to particular populations. We developed a nascent design theory for RA to target specific populations to define functional requirements for new IS. Five reference theories – personal construct theory, theory of disability, diffusion of innovations, social actor theory, and media richness and information synchronicity theory – suppo…

Knowledge managementComputer sciencePopulationpopulationsysteemityö02 engineering and technologyLibrary and Information Sciencesnascent design theoryDiffusion of innovationsdesign science researchrequirements acquisition020204 information systemsSynchronicity0502 economics and business0202 electrical engineering electronic engineering information engineeringInformation systemeducationtietojärjestelmätkäyttäjätutkimusta113education.field_of_studybusiness.industry05 social sciencesFunctional requirementPersonal construct theoryvaatimustenhallintaDesigntheoryDesign science researchbusiness050203 business & managementInformation SystemsEuropean Journal of Information Systems
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Information Technology–Supported value Co-Creation and Co-Destruction via social interaction and resource integration in service systems

2022

The paper develops a conceptual framework to study the constructs of information technology (IT)-supported value co-creation and co-destruction through shared processes of social interaction and resource integration as mediated by IT and embedded in interactive value formation practices. In particular, the elements of social interaction and resource integration are identified, and the role of IT is discussed. We conduct a systematic literature review and analyze the data using the service system perspective. Our research contributes by identifying the constructs of value-creating phenomena enabled by IT from the service system perspective and presenting a research agenda for further studies…

Information Systems and Managementkäyttäjätarvonluontiresource integrationsocial interactiontietotekniikkasosiaalinen vuorovaikutusyrityksetManagement Information Systemsvalue co-creationvalue co-destructioninformation technologysystemaattiset kirjallisuuskatsauksetInformation Systemsservice systemtietojärjestelmät
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Introduction to Innovation, Design, and Analytics Supported Development of ICT Enabled Services Minitrack

2013

Introduction to Innovation, Design, a Analytics Supported Development of ICT Enabled Services Minitrack.

ta113Knowledge managementInformation and Communications Technologybusiness.industryAnalyticsMobile telephonybusinessInnovation design2013 46th Hawaii International Conference on System Sciences
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Value Creation Behavior of Oura Ring Users in Social Media (Customer-dominant LOGIC)

2022

Smart devices such as self-trackers are being used by an ever-increasing number of exercisers to self-monitor their health. Users' interactions in social media can co-create and co-destruct the value and has a substantial impact on services. To investigate Oura Ring users' value creation behavior in the online context, we focus on customer-dominant logic and customer-to-customer (C2C) interaction. This paper proposes a conceptual framework, one of the first to investigate value creation in an empirical study in the context of well-being. Oura Ring is a smart ring that enables users to track their activities and sleep quality. To test relationships, structural equation modeling and Fuzzy Set…

vuorovaikutushyvinvointiteknologiakäyttäjätarvonluontiterveydentilaOura-sormussosiaalinen mediatietotekniikkaasiakaslähtöisyysälylaitteetOura ringasiakkaatteknologiaseurantaterveys
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Scaling Consultative Selling with Virtual Reality: Design and Evaluation of Digitally Enhanced Services

2018

Virtual, augmented, and mixed reality technologies allow creation of powerful customer experiences and illustrative demonstrations especially in use cases that benefit from spatial visualizations. Our study focuses on the natural resource management sector and digitalizing of consultative selling process. More specifically, we look at how to improve customer engagement with the use of virtual reality (VR) and thus digitally scale consultative selling. In this process, a VR application is used to demonstrate various management operations and their economic results. Design research methodology is applied to a pre-development phase and three application development iterations between 2016 and …

Customer engagement4112 ForestryProcess (engineering)Computer science05 social sciencesVirtual realityPhase (combat)Virtual realityMixed realityFramework for evaluation in design scienceHuman–computer interactionScale (social sciences)0502 economics and businessConsultative selling050211 marketingUse case512 Business and ManagementNatural resource managementDesign science research methodology050203 business & management
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Problem Space Identification for Developing Virtual Reality Learning Environments

2021

Our study argues that the extant literature on virtual reality-based learning environments (VRLEs) currently lacks proper definitions and context descriptions for a problem space, which is fundamental for conducting design science research (DSR). Without properly conducted problem space identification, the most pivotal problems cannot be identified resulting solutions lacking validity and unreliable evaluations. This is a major challenge for the DSR in the educational field, but also for the research on VRLEs. The purpose of this paper is to introduce a novel DSR method to support rigorous problem space identification, which would allow rigorous and profound problem space analysis. The inst…

4112 ForestrykoulutusteknologiaComputer scienceDesign-based researchkehittämistutkimuseducational design research02 engineering and technologyVirtual realityEducational design researchvirtual reality learning environmentsvirtuaalitodellisuus03 medical and health sciencesIdentification (information)0302 clinical medicineHuman–computer interactiondesign science research0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processing030212 general & internal medicineDesign science research512 Business and Managementdesign based research1172 Environmental sciencesProblem space
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Towards digital cognitive clones for the decision-makers: adversarial training experiments

2021

Abstract There can be many reasons for anyone to make a digital copy (clone) of own decision-making behavior. This enables virtual presence of a professional decision-maker simultaneously in many places and processes of Industry 4.0. Such clone can be used as one’s responsible representative when the human is not available. Pi-Mind (“Patented Intelligence”) is a technology, which enables “cloning” cognitive skills of humans using adversarial machine learning. In this paper, we present a cyber-physical environment as an adversarial learning ecosystem for cloning image classification skills. The physical component of the environment is provided by the logistic laboratory with camera-surveilla…

cybersecurityComputer scienceProcess (engineering)päätöksentukijärjestelmätneuroverkot02 engineering and technologytekoälyAdversarial machine learningAdversarial systemHuman–computer interactionComponent (UML)0202 electrical engineering electronic engineering information engineeringesineiden internetartificial digital immunitykyberturvallisuusGeneral Environmental ScienceGenerative Adversarial NetworksCloning (programming)ohjausjärjestelmät020206 networking & telecommunicationsAdversaryIndustry 4.0koneoppiminenälytekniikkaGeneral Earth and Planetary Sciences020201 artificial intelligence & image processingClone (computing)Procedia Computer Science
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Incremental Accumulation of Information Systems Design Theory

2021

This paper proposes an organizing device for accumulation of information systems (IS) design theory components within a study but also across research studies. The proposed framework enables actors to understand the relationship over time between search spaces of information systems design science theory (ISDT) development by one and the same or different actors. The proposition rests on the notion that ISDT development is an iterative and incremental process that often happens across different research studies. Finally, we argue that with the proposed framework, ISDT knowledge is more easily transferred and combined with the search processes.

Development (topology)Computer scienceDesigntheoryInformation systems design theoryInformation systemPropositionDesign scienceDevelopment theoryScientific theoryData science
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Together We Stand, Divided We Fall : Analyzing Information Systems Acquisition as Service

2016

Information systems (IS) acquisition is not a widely studied topic in the literature. In particular, although the role and participation of different stakeholders such as business people, IT people, and external vendors and consultants is acknowledged, little is known about how they cooperate in an IS acquisition project. In this paper, we will apply a value co-creation framework taken from service research as a lens to study an IS acquisition project in an organization. The case organization intends to acquire their new IS as a cloud service. This approach is novel to all stakeholders, so they have to intensively cooperate for example under tight time constraints. The analysis reveals that…

Value (ethics)Service (business)ta113Knowledge managementComputer sciencebusiness.industry05 social sciencesContext (language use)Cloud computing02 engineering and technologyService research020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringInformation systeminformation systems acquisition050211 marketingbusiness
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Consumer Information Systems as Services

2015

Consumer Information Systems (CIS) are a new type of Information System that provides services to consumers, such as Internet-based television, instead of addressing users in traditional organizational settings. Services typically involve a trade-off between achieving high service productivity and quality. The use of service mass customization to successfully address these issues of both productivity and quality in a service context is proposed. The authors suggest that the development of Consumer Information Systems as Services (CISaS) may achieve such service mass customization. This chapter presents a conceptual framework and investigates how it applies to an emerging field of Internet P…

business.industryConsumer informationInternet privacyIPTVAdvertisingbusiness
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Unboxing co-creation of value: Users' hedonic and utilitarian drivers

2019

Value co-creation through involving users in service processes via resource integration is a focal service research interest. However, studies often take a firm-centric or generic approach and overlook value co-creation from the point view of an individual user. We address this gap by adopting a qualitative research approach and laddering interviews (n = 113) to examine users’ hedonic and utilitarian drivers for value co-creation behavior in five service system contexts. We argue that underlying differences exist among all service systems and contribute with a novel approach by depicting the differences in value-based motivations for users to co-create value. As practical implications, our …

digital servicespalvelututilitarismikäyttäjätarvonluontipäätöksentekohedonismidigitalizationvalue co-creationMicroeconomicsarvot (käsitykset)hedomismmobiilipalvelutvaluesCo-creationdecision analyticsBusinessdigitalisaatioValue (mathematics)
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Conceptualizing the Value Co-Destruction Process for Service Systems: Literature Review and Synthesis

2017

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

ta113Service (business)Knowledge managementProcess (engineering)business.industry05 social sciencesvalue co-destructionpalvelujärjestelmät0502 economics and businessValue (economics)service systemsCo-creation050211 marketingbusiness050203 business & managementProceedings of the 50th Hawaii International Conference on System Sciences (2017)
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Functional and Structural Roles of Data in Service Ecosystems

2023

Data play an increasingly important role in today’s service ecosystems, where actors integrate resources to create value at different levels of aggregation (micro, meso, macro). To advance our understanding of the role of data in such contemporary data-rich service ecosystems, we draw on the service-dominant (S-D) logic and data ecosystem literature. Extending the current understanding of data in the literature, we demonstrate how data and data ecosystems have become intertwined with service ecosystems and how data as a meta-resource connects actors, enhances systemic visibility, and drives innovation in these ecosystems. peerReviewed

conceptual researchtietotietorakenteetservice ecosystemsdataliiketoimintasähköiset palveluttiedonhallintadata ecosystemsservice sciencedigitalisaatioservice-dominant (S-D) logicpalveluyritykset
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Design principles for learning analytics information systems in higher education

2020

This paper reports a design science research (DSR) study that develops, demonstrates and evaluates a set of design principles for information systems (IS) that utilise learning analytics to support learning and teaching in higher education. The initial set of design principles is created from theory-inspired conceptualisation based on the literature, and they are evaluated and revised through a DSR process of demonstration and evaluation. We evaluated the developed artefact in four courses with a total enrolment of 1,173 students. The developed design principles for learning analytics information systems (LAIS) to establish a foundation for further development and implementation of learning…

Design Science ResearchoppiminenHigher educationComputer sciencebusiness.industryLearning analyticsDesign elements and principlesHigher EducationLibrary and Information SciencesoppimistuloksetopetusData scienceLearning AnalyticskorkeakouluopetusSet (abstract data type)ComputingMilieux_COMPUTERSANDEDUCATIONInformation systemDesign science researchbusinesstietojärjestelmätInformation SystemsEuropean Journal of Information Systems
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Startup Metrics That Tech Entrepreneurs Need to Know

2020

Metrics can be used by firms to make more objective decisions based on data. Software startups in particular are characterized by the uncertain or even chaotic nature of the contexts in which they operate. Using data in the form of metrics can help software startups to make the right decisions amid uncertainty and limited resources. However, whereas conventional business metrics and software metrics have been studied in the past, metrics in the specific context of software startups have not been studied. In this chapter, we present the results of a multivocal literature review to offer you 118 metrics practitioner experts think software startups should measure. These metrics can give you id…

Measure (data warehouse)SoftwareNeed to knowBusiness metricsComputer sciencebusiness.industryContext (language use)businessData scienceLimited resourcesSoftware metric
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Switching Behaviour in Smart Phone Messaging Services : It’s a Question of Context, Content, and Features of the Service

2021

This paper studies switching behaviour in smart phone messaging services. This study aims to add knowledge about the factors affecting switching behaviour in smart phone messaging services. The empirical study is qualitative, and the data was collected with interviews using the laddering method. This study was carried out to find out the reasons behind customer decisions when choosing between smart phone messaging services. Using the Push-Pull Mooring framework, the findings of this study indicate that the switching decision regarding smart phone messaging service is influenced by three factors: the context of the message, the content of the message, and the features of the service.

Service (business)Smart phoneComputer sciencemobile service05 social sciencesContext (language use)kuluttajakäyttäytyminenWorld Wide Webmobiilipalvelut0502 economics and businessmobiilisovellukset050211 marketingpush-pull mooring frameworkswitching behaviour050203 business & managementmessaging servicekäyttäjätutkimus
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Consumer Information Systems Development

2013

We suggest that a new type of information system appears to be increasing in importance, that of consumer information systems. Compared with traditional information systems development approaches, where the focus is on improving the efficiency and effectiveness of organizational processes, design for consumer information systems focuses more on the enjoyment, pleasure and purchases of the consumer. We argue that the shift in focus from users to consumers in consumer information systems calls for a significant re-appraisal of our current information systems development methods. Hence, this chapter proposes a new research agenda for IS researchers focusing on the development of consumer infor…

System developmentKnowledge managementComputer sciencebusiness.industryCross disciplinaryConsumer informationbusiness
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Consumers in Information Technology Enabled Service Encounters: Perceptions and Tradeoffs in Multi-Channel Interactions

2015

This study examines information technology enabled, multi-channel service context from the end-user's perspective and, more specifically, from the perspective of a consumer, in particular the extent to which the multi-channel interaction experience results in consumer satisfaction and any tradeoffs that consumers make in the evaluation of the context of service. Empirical results from our online survey with mobile consumers indicate that the variables included in the model have a direct impact on consumer satisfaction when considered individually. There are, however, tradeoffs between variables (e.g., problem-handling and record accuracy; scalability and usability of service) when considere…

MarketingService (business)ta113Knowledge managementComputer Networks and Communicationsbusiness.industryEnd userComputer scienceService delivery frameworkStrategy and Managementmulti-channel interactionconsumer satisfactionInformation technologyUsabilityContext (language use)Computer Science ApplicationsManagement Information Systemsservice encountersScalabilityService guaranteebusinessInternational Journal of E-Services and Mobile Applications (IJESMA)
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Introduction to ICT Enabled Services Minitrack

2015

The purpose of the minitrack is to draw researchers’ attention to ICT Enabled Services for both Consumers and Enterprises. It provides a discussion forum for researchers interested in fostering a service-based approach to these areas as well as an opportunity to present and debate both design and theory-based solutions to the problems facing industry in the deployment of ICT enabled services [1-4]. In a broad sense, ICT enabled services can be defined as [1]: “..systems that enable value co-creation through the development and implementation of information and communication technology enabled processes that integrate system value propositions with customer value drivers.”

Service (business)Value (ethics)Knowledge managementSoftware deploymentbusiness.industryComputer scienceInformation and Communications TechnologyInformaticsValue propositionEngineering informaticsMobile business developmentbusinessBusiness informatics2015 48th Hawaii International Conference on System Sciences
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When value co-creation turns to co-destruction: Users' experiences of augmented reality mobile games

2018

Service-dominant logic (SDL) provides a well-established lens for understanding services as value co-creation processes. However, also value co-destruction can occur in service processes, but the literature on value co-destruction remains scattered and more studies are called for. We address this research gap with a classification of users’ subjective reasoning for value co-destructive experiences while playing the augmented reality (AR) mobile game Pokémon GO. We conduct laddering interviews with Pokémon GO players to uncover their value co-destruction experiences. Employing clustering analysis, we investigate users’ reasoning for value co-destruction experiences, and argue that value co-d…

Pokémon GOtäydennetty todellisuusarvonluontiservice-dominant logiclisätty todellisuusvalue co-creationvalue co-destructionmobiilipelit
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Bringing Design Science Research to Service Design

2018

Service design is a multidisciplinary field dedicated to create new and innovative services. To accomplish this goal, service design resorts to contributions from other disciplines such as service management, marketing, information systems and interaction design. However, service design lacks dedicated methods and models that integrate the contributions from these disciplines. Design science research (DSR) offers a solid methodology to develop such artifacts and is already starting to be used in service research. To show how DSR can support service design, this article presents two new service design methods that have been developed using DSR and examines the process followed for developing…

Engineering managementProcess (engineering)Multidisciplinary approachbusiness.industryComputer scienceService designInformation systemService managementInteraction designDesign science researchbusinessField (computer science)
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The Design Towards a News Aggregator Subscription Service: Results from An Online Experiment

2021

The newspaper industry is on a quest to discover sustainable business models. Digital subscriptions are stable revenue generators for most publishers. That being said, smaller publishers face challenges. By not having the same resource base to offset costs compared to larger ones, small publishers are in a constant state of financial unpredictability. Another persistent problem among them is the high churn rate of subscriptions (i.e., the cancelation rate), which suggests a value misalignment between readers and service. New services like news aggregators may promise publishers a large pool of paying readers, as readers have access to diverse content by different publishers and are willing …

liiketoimintamallitService (business)tilauksetkehittämistutkimusdesign sciencearvonluontinewspaper industrycomputer.software_genresubscriptionNews aggregatorWorld Wide Webuutisvälitysstrategic alliancesanomalehdetBusinessdigitalisaatiocomputerProceedings of the Annual Hawaii International Conference on System Sciences
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Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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Factors Enabling and Hindering Value Co-Creation in Continuous Service Development: A Systematic Literature Review

2022

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

palvelutDigital and Cybernized Services and Digitalization of Servicescontinuous practicesdevopsarvonluontisystematic literature revieworganisaatiotcontinuous service developmentservice-dominant logicdigitalisaatiosystemaattiset kirjallisuuskatsauksetvalue co-creationProceedings of the Annual Hawaii International Conference on System Sciences
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Consumers’ adoption of information services

2013

This paper reports on a design science research study that seeks to investigate how information service components affect consumers’ potential adoption of such services. More specifically, the paper develops a conceptual model that uses the theory of organizational information services (TOIS) and the unified theory of acceptance and use of technology (UTAUT) as a basis. The results indicate that individual constructs can be linked to service components. In turn, this result can potentially be instrumental in progress toward a deeper understanding of consumers’ adoption of information services and how this affects the development of such services and systems that support them.

ta113Service (business)Information Systems and ManagementKnowledge managementbusiness.industrymedia_common.quotation_subjectServices computingUnified theory of acceptance and use of technologyAffect (psychology)Management Information SystemsConceptual modelInformation systemDesign science researchBusinessMarketingInformation Systemsmedia_commonInformation & Management
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Design science research genres : introduction to the special issue on exemplars and criteria for applicable design science research

2018

We propose the definition of genres in IS design science research (DSR). In recent years DSR has become a well-accepted research paradigm within IS; however, now the diversity of purpose, methodology, and mental models has increased to a point where reviewers and editors are unsure about which standards to apply to particular research submissions. For some researchers an artefact of value is a system or system component, while for others artefacts ought to be theories or theory components. Such differences are hard to reconcile and researchers often face criticism from diverse corners of the paradigm, where beliefs and standards are very different. We observed this diversity of views among …

ta113genresComputer scienceManagement sciencemedia_common.quotation_subject05 social sciencesgenret02 engineering and technologyLibrary and Information Sciencesinformation systemsdesign science research020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringInformation systemDesign science research050203 business & managementInformation SystemsDiversity (politics)media_common
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The effect of culture on requirements: a value-based view of prioritization

2015

This paper examines how culture affects requirements and their prioritization. We analyze the requirements of a mobile service, which were collected from Helsinki, Hong Kong, and Las Vegas. We argue that the current prioritization techniques for requirements do not sufficiently account for the cultural effects, nor does the literature offer information on ways of prioritizing such requirements according to users’ values. We see this as problematic because the literature suggests that culture should be viewed as a set of values. Our findings support the argument that we should use a value-based approach in prioritizing requirements. Furthermore, by focusing on the links between needs and val…

Knowledge managementmobile serviceComputer scienceladdering interviews050109 social psychology02 engineering and technologyLibrary and Information SciencesBusiness modelLaddering020204 information systems0202 electrical engineering electronic engineering information engineeringInformation system0501 psychology and cognitive sciencesSoft systems methodologyta113Requirements managementbusiness.industry05 social sciencesvalue typologyrequirements prioritizationcultureManagement information systemsRequirement prioritizationStrategic information systembusinessInformation SystemsEuropean Journal of Information Systems
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Co-Creation of Value for IT-Enabled Services : A Case of Geocaching

2013

This study explores how value is co-created in one particular IT-enabled service, geocaching. Consumer Information Systems (CIS) framework is used as a sensitizing framework to study experienced geocachers' (n=14) perceptions of what they value in geocaching. The following core values emerged that motivate people to co-create value in geocaching: challenging oneself and others, joy of success, learning, and social relations. The results reveal that geocaching is distinctively hedonic in nature, as people pursue happiness and utility via geocaching. Even support for the geocaching community was motivated by such values. In addition, the results reveal that the environment of geocaching and s…

Value (ethics)media_common.quotation_subjectInternet privacyContext (language use)information systemskäyttäjälähtöisyysConsumer informationGlobal Positioning SystemCo-creationInformation systemSociologymedia_commontietojärjestelmätService (business)ta113geographic information systemsbusiness.industryyhteisöllisyysgeokätköilyPublic relationsSocial relationvalue co-creationHappinessbusinessIT enabled servicesmotivointi
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Technology Enabled Information Services Use in Tourism : An Ethnographic Study of Chinese Backpackers

2018

The purpose of this paper is to investigate the previously unexplored theoretical relationship between technology enabled information services (TEIS) and the value created by the use of such services. This paper presents a mixed virtual and multi-sited ethnography to provide a thick description of Chinese backpackers (CBs) use of TEIS. Participant observations and interviews of CBs in three different journeys within Europe were undertaken. Our findings illustrate that additional usage values occur when TEIS are used in a tourism context. Social influences and technical infrastructure play a stronger role than previous research presented. The study contributes to the literature by 1) providi…

Value (ethics)Knowledge managementIT servicesContext (language use)technology enabled information systemsethnographyResearch modelThick descriptionmatkailu0502 economics and businessEthnographyInformation systemSociologySocial influencetietojärjestelmätta113etnografiabusiness.industry05 social sciencesbackpackerstourism050211 marketingbusinessGV050212 sport leisure & tourismTourismPacific Asia Journal of the Association for Information Systems
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Managing Continuous Digital Service Innovation for Value Co-Creation

2023

Service organizations across various industries are increasingly implementing continuous development methods and practices to transform their digital service innovation and development processes. Consequently, continuous digital service innovation (DSI) has become a way to react to today’s dynamic markets by proposing value to customers quickly while maintaining service quality. However, little is known about how organizations can enable value co-creation (VCC) in their continuous DSI processes. We fill this gap in the literature by focusing on organizational-level continuous DSI processes. Based on findings from 23 industry informants from six Finnish digital service organizations, we pres…

service managementpalvelutarvonluontisähköiset palvelutlaatudigital service and service digitalizationservice-dominant logiccontinuous digital service innovationdigitalisaatioqualitative researchvalue co-creationpalveluyrityksetinnovaatiot
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Consumer Information Systems Research Agenda

2017

We suggest that a new type of information system appears to be increasing in importance, that of consumer information systems. Compared with traditional information systems development approaches, where the focus is on improving the efficiency and effectiveness of organizational processes, design for consumer information systems focuses more on the enjoyment, pleasure and purchases of the consumer. We argue that the shift in focus from users to consumers in consumer information systems calls for a significant re-appraisal of our current information systems development methods. Hence, this chapter proposes a new research agenda for IS researchers focusing on the development of consumer infor…

Systems researchComputer sciencebusiness.industryConsumer informationPublic relationsbusinessInteractive televisionService development
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The Design Towards a Collaborative Subscription Service : The Case of The Finnish Newspaper Industry

2020

The newspaper industry is challenged with its business models. To stabilize revenues, publishers opted for digital subscriptions for generating additional revenue streams. However, digital subscriptions showcase limited success. News aggregator platforms may promise publishers a pool of paying readers. But platform fees and the loss of customer relationships enact barriers among publishers to join. This study proposes a software prototype based on design science research to address the aforementioned shortcomings by deriving design principles for a collaborative subscription service. Building on the strategic alliance, digital platform and business model literature, this research aims to id…

liiketoimintamallitKnowledge managementComputer sciencekehittämistutkimus02 engineering and technologykustantajatBusiness modelDesign sciencecomputer.software_genreNewspaperNews aggregator020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringRevenueStrategic allianceverkkopalvelutService (business)alustatalousbusiness.industrydesign science05 social sciencescollaborationnewspaper Industrydigital platformverkkoliiketoimintabusiness modelkustannusalaDesign science researchsanomalehdetohjelmistoliiketoimintaprototypebusinesscomputer050203 business & management
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Utilitarian Use of Social Media Services - A Study on Twitter

2018

This paper applies structuration theory (ST) and service dominant logic (SDL) as lenses to study different uses of information systems (IS). We argue that resources provided by IS may be combined and reproduced by appropriating them for different purposes than the design purposes of the IS. The study provides empirical data and analysis to showcase the use of resources for utilitarian purposes in the context of social media services (SMS). Through an analysis of sponsored tweets on Twitter, we show that users employ implicit and explicit resources for utilitarian outcomes. Our findings imply that users create their own service through appropriation of resources available in the social conte…

service dominant logicTwitter05 social sciencessosiaalinen media050801 communication & media studiesStructuration theoryAdvertising0508 media and communications0502 economics and businessrakenteistumisteoria050211 marketingSocial mediasocial media servicesSociologystrukturaatioteoriatietojärjestelmätService-dominant logicProceedings of the 51st Hawaii International Conference on System Sciences
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Continuous Requirements Risk Profiling in Information Systems Development

2015

With the increasing adoption of agile, lean, and iterative development methods, information systems development (ISD) has become continuous, meaning that system development moves rapidly from release to release. This means that work practices and challenges that practitioners face have changed. Despite these changes, requirements development is still critical in ISD. However, IS literature is silent on how to manage requirements-related risks in the practice of continuous IS development. To fill this gap, we propose a continuous requirements risk profiling method. The study is informed by design science research methodology, and we apply focus group interviews and a Delphi study for data co…

ta113Requirements managementIterative and incremental developmentProcess managementKnowledge managementbusiness.industryComputer sciencerisk profilingRisk management information systemsvaatimusmäärittelytinformation systemsrisk managementinformation systems developmentohjelmistosuunnitteluSoftwareISDInformation systemriskianalyysiohjelmistokehitysbusinessDesign methodsRisk managementsoftware engineeringtietojärjestelmätAgile software development2015 48th Hawaii International Conference on System Sciences
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Stakeholder Strategy and Design Alignment Framework for Design Science Research – A Study in the Context of VR-Aided Marketing and Sales

2020

This study introduces a framework to align various perceptions and objectives that different stakeholders have at the beginning of a Design Science Research (DSR) process and consolidate them into stakeholders’ strategies and theory-ingrained design artifacts. We coin this framework as Stakeholder Strategy and Design Alignment (SSDA). As an application area, we concentrate on a Virtual Reality (VR) application designed for marketing and sales purposes. The empirical testing of the framework shows that the marketing and sales potential of the application are, indeed, perceived very differently among three stakeholder groups: company representatives, developers and customers. In addition to t…

Knowledge managementCo-designed Services and Applications [Mixed Augmented and Virtual Reality]Computer sciencebusiness.industryeducationStakeholderContext (language use)Virtual realitymarkkinointiviestintävirtuaalitodellisuusmyyntityösalesdesign science researchmarkkinointimarketingvirtual realityDesign science researchsidosryhmät512 Business and Managementbusinessstakeholder alignmentdigitaalinen markkinointiProceedings of the Annual Hawaii International Conference on System Sciences
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Understanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go

2017

We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies.…

Pokémon Gopalvelutvaluetäydennetty todellisuuslisätty todellisuusverkkopelitco-creationmobiilipelit
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Development of an Agile Requirements Risk Prioritization Method : A Design Science Research Study

2023

The practice of information systems development (ISD) has changed during the past two decades from very structured approaches to agile ISD methods. However, many methods available for managing requirements-related risks in the literature follow the structured way of doing ISD. If any, few methods offer solutions to prioritize requirements risks for agile ISD projects based on recognizing requirements-related risks and patterns to mitigate these. To fill this gap in the literature, we apply the design science research methodology to develop an agile requirements risk prioritization method together with industry experts (n=54) in Finland and New Zealand in a multi-year study. The method was d…

ketterät menetelmätjärjestelmäsuunnitteludesign science researchagile requirements risk prioritization methodriskienhallintainformation systems developmentvaatimuksettietojärjestelmät
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Performance Measurement in Scaled Agile Organizations

2021

ketterät menetelmätComputer sciencebusiness.industryscaled agile organizationsSystems engineeringorganisaatiotPerformance measurementperformance measurementbusinessorganisaatiotutkimusAgile software developmenttulosohjaus
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Value Co-Creation and Co-Destruction in an IS Artifact: Contradictions of Geocaching

2016

In this paper we study how value co-creation and value co-destruction are present in an IS artifact. We apply the concept of contradiction (structural tension) to study an IS artifact, geocaching. Based on the analysis of interview data and discussion forum postings, we identified the following contradictions: i) introducing secret society to outsiders, ii) geocaching by breaking its rules, iii) experiencing nature while consuming it, iv) building community occurs with competition. These contradictions show that value co-creation and co-destruction interacts in this IS artifact. Based on the results, we propose that IS research should adopt the concepts of value co-creation and co-destructi…

media_common.quotation_subjectContext (language use)geocaching02 engineering and technologyArtifact (software development)Competition (economics)World Wide Webvalue020204 information systems0502 economics and businessco-destruction0202 electrical engineering electronic engineering information engineeringCo-creationInformation systemContradictionSociologymedia_commonta11305 social sciencesEpistemologySecret societycommunityIS artifacts050211 marketingValue (mathematics)co-creation2016 49th Hawaii International Conference on System Sciences (HICSS)
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Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research

2018

In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…

ta113arvoketjutKnowledge managementbusiness.industryComputer sciencevideopelitarvonluonti05 social sciencesExploratory researchComputingMilieux_PERSONALCOMPUTING050109 social psychologyvideo gamesOnline videovalue co-creationvalue co-destructionpelitpelillistäminen0502 economics and businessCo-creation050211 marketing0501 psychology and cognitive sciencesgamificationbusinessValue (mathematics)games
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Consumer Information Services in Intercultural Tourism : An Ethnographic Study of Chinese Outbound Backpackers

2017

This paper reports the findings of an ethnographic study of Chinese outbound backpackers’ use and adoption of consumer information services (CIS) in an intercultural tourism setting. We apply McKenna et al.’s research model of consumers’ adoption of information services as the analytical lens for the interpretive qualitative study. The data gathering was conducted in four different countries. The findings of the study confirm linkages between four information service types and the use and adoption of CIS. The study also found that service types are more diversely linked than the earlier studies have predicted and therefore we propose a revised research model, which can be used for studying …

consumer information services02 engineering and technologydigitalizationResearch model020204 information systemsConsumer information0502 economics and businessEthnography0202 electrical engineering electronic engineering information engineeringInformation systemSociologyMarketingta113Service (business)Data collectionChinese05 social sciencesAdvertisingvalue-in-contextbackpackersintercultural tourismconjoint analysisservice innovationsGV050203 business & managementTourismS-D logicQualitative research
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Actors’ Dynamic Value Co-creation and Co-destruction Behavior in Service Systems : A Structured Literature Review

2020

This paper investigates resource integration and social interaction as the two core processes of value co-creation and co-destruction in a service system. We applied a structured literature review as our research methodology to develop a framework to depict the components of value co-creation and co-destruction processes and to understand the behavioral drivers of service system actors as well as the positive and negative value outcomes derived through resource integration and social interaction. By analyzing the 51 papers that meet the inclusion criteria, we found that actors’ engagement in value creation process are motivated by different behavioral drivers. Then, applying resource integr…

Service (business)palvelutuotantoKnowledge managementbusiness.industryarvonluontistructured literature reviewsosiaalinen vuorovaikutusco-destruction behaviorDigital Services and The Digitalization of Servicesvalue co-creationSystematic reviewValue (economics)palvelujärjestelmätCo-creationservice systemstoimijatsähköiset palvelutBusinesskirjallisuuskatsaukset
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Exploration of Location-Based Services Adoption

2011

The purpose of this chapter is to explore aspects of user perceptions of their use of location-based services. As mobile technologies become more ubiquitous in the general population, it is reasonable to assume that individuals will consume services and software to enhance their aspirations and entertainment desires. This study begins by constructing a location-based service prototype simulation. It then conducts an experiment and analysis based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. A survey was developed to extract usage information from participants, followed by an analysis of the results using PLS. The analysis shows significant indicators that suggest …

Knowledge managementComputer Networks and CommunicationsComputer scienceStrategy and Managementmedia_common.quotation_subjectPopulationMobile computingPLSUnified theory of acceptance and use of technologyManagement Information SystemsEntertainmentWorld Wide WebEarly adopterSoftwarePerceptionLocation-Based ServicesMobile technologyMarketingSurveyeducationmedia_commonMarketingService (business)ta113education.field_of_studybusiness.industryBusiness and Management/dk/atira/pure/core/subjects/businessPrototypeComputer Science ApplicationsLocation-based serviceMobile telephonyUTAUTbusinessInternational journal of e-services and mobile applications
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