Search results for "Critical Incident Technique"

showing 10 items of 11 documents

Sources of Dissatisfaction: Mobile Interaction with the Real World and Other Mobile Internet Applications

2013

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

Multimediabusiness.industryComputer scienceMobile computingcritical incident tekniikkaContext (language use)mobilecomputer.software_genreData sciencemobiilicritical incident techniqueCategorizationtyytymättömyysThe InternetCustomer satisfactionMobile telephonybusinessta512Mobile interactionCritical Incident Techniquecomputer
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Unfolding the relationship between resilient firms and the region

2017

ABSTRACTThis research explores organizational resilience in four manufacturing firms in four different regions of Norway. While regional resilience has gained attention in research, there have been few studies with a micro-level focus, investigating firms and their distinctive features of resilience. We chose a qualitative multiple-case study approach and employed a critical incident technique to study resilience in selected firms that had experienced external shocks and shifts in regard to changing markets, globalization and advances in technology. Each, however, had managed to continually develop resilience capacity over time. Our framework considered three dimensions of organizational re…

ComputingMilieux_THECOMPUTINGPROFESSIONbusiness.industry05 social sciencesGeography Planning and DevelopmentEnvironmental resource management0211 other engineering and technologies021107 urban & regional planning02 engineering and technologyGlobalization0502 economics and businessManufacturing firmsEconomic geographyResilience (network)businessCritical Incident Technique050203 business & managementEuropean Planning Studies
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Collective stress and coping in the context of organizational culture

2000

We examined from a cultural perspective how well-being was collectively defined, what were the sources of collective stress, and what kind of collective coping mechanisms were used to alleviate such stress in three divisions of a multinational company. In the first phase of the study we collected data on organizational culture by using individual thematic interviews ( N = 63). Applying the grounded theory methodology and an inductive analysis, specific cultures describing the divisions were identified. In terms of co-operation we found the following fundamental cultural recipes: joint focused efforts on money-making, despite the awareness of the common goals employees interested only in ful…

Organizational Behavior and Human Resource ManagementCoping (psychology)05 social sciencesStressorOrganizational cultureSocial environment050109 social psychologyOrganisation climateGrounded theory8. Economic growth0502 economics and business0501 psychology and cognitive sciencesJob satisfactionPsychologySocial psychologyCritical Incident Technique050203 business & managementApplied PsychologyEuropean Journal of Work and Organizational Psychology
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Explaining users' critical incidents of physical mobile interactions

2013

käytettävyysuser behaviorcritical incidentsmobile applicationsmobiililaitteettäydennetty todellisuususer experienceinformation system usagemobiilipalvelutkokemuksetmobile servicesmobiilisovelluksetphysical mobile interactionsCritical incident technique (CIT)käyttäjäkokemustietojärjestelmät
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Role of situational context in use continuance after critical exergaming incidents

2019

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…

liikuntateknologiaComputer Networks and Communicationsdigital gamesApplied psychologyexergaminginformation systemsuse continuancecritical incident techniquesituational contextInformation systemContinuancePsychologyCritical Incident Techniquedigitaaliset pelitSoftwaretietojärjestelmätkäyttäjätutkimusInformation SystemsInformation Systems Journal
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2020

Background Digital 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). Objective This study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. Methods We collected data from 262 respondents with a critical incident tech…

Pervasive game05 social sciencesRehabilitationBehavior changeBiomedical Engineering050801 communication & media studiesPhysical Therapy Sports Therapy and RehabilitationContext (language use)Computer Science ApplicationsEntertainment03 medical and health sciencesPsychiatry and Mental health0302 clinical medicine0508 media and communicationsEmotional expression030212 general & internal medicineThematic analysisPsychologyCritical Incident TechniqueCognitive psychologyQualitative researchJMIR Serious Games
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Valoración de las necesidades de información de los médicos: publicaciones en el periodo 1990-1998 y estudio de un caso

2000

Los estudios de necesidades de información aportan una metodología con lo cual investigar, de manera sistemática, las características de los usuarios con relación a la información que necesitan para el desarrollo de su trabajo. Igualmente proporcionan criterios objetivos para tomar decisiones a la hora de planificar nuevos sistemas de información o adecuar los ya existentes. Esta tesis ha profundizado en los estudios de necesidades de información en el entorno hospitalario desde dos puntos de vista. Por una parte, se ha establecido un marco teórico de referencia que guíe las investigaciones en este campo. Para ello se ha buscado exhaustivamente la información publicada sobre la materia apor…

técnica del incidente críticoHistoria de la Ciencia y la Documentación61estudios de usuariosinformación médicacritical incident techniqueinformation needsinformation behaviorconducta informacionalnecesidades de informaciónuser studies02
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How Students Get Going : Triggers for Students’ Learning in Project-Based Education

2018

Repeatedly documented positive student responses to project-based learning during its decades-long tradition in CS attest to the effectiveness of learning by doing. Support for reflective learning nevertheless continues to be a topic worth studying because the intensity of project work together with a high technical orientation among CS students often complicate reflective practice. A critical incident-inspired assignment was added to a project-based course to support reflective practice in spring 2017. In a previous study, the authors analyzed how students approached the assignment and whether they found it supportive for learning. The present study content-analyses the situations that tri…

ta113Computer sciencegovernment.form_of_governmentReflective practice05 social sciences0211 other engineering and technologiesprojektioppiminen050301 education02 engineering and technologyProject-based learningLearning-by-doing (economics)Work (electrical)Project basedproject-based learningMathematics educationgovernmentlearning triggersStudent learning0503 educationCritical Incident Techniquereflektio021106 design practice & managementIncident reportreflection
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Exploring the critical incident technique to encourage reflection during project-based learning

2017

Previous research has reported on the challenge of promoting students' generic reflection during authentic project-based courses. This work explores a teaching intervention based on Flanagan's Critical Incident Technique (CIT) during a project-based software development course. The intervention aims at increasing students' awareness of their own learning and at encouraging reflective practice throughout the project. Students were asked to report on 'incidents' when they experienced learning during the course, and to reflect on the task itself at the end of the course. The present study focuses on how students approached the incident reporting task and how they perceived it. The results indi…

project based learningoppiminenReflective practice02 engineering and technologyTask (project management)Intervention (counseling)PedagogyComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringta516Reflection (computer graphics)ta113Medical educationbusiness.industry05 social sciencesSoftware developmentprojektioppiminen050301 education020207 software engineeringProject-based learningprofessional competencieskriittinen ajatteluWork (electrical)computing educationammatillinen kehitysPsychologybusiness0503 educationCritical Incident Techniquereflektioreflection
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Behavior change types with Pokémon GO

2017

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…

ta520behavior changedigital gamingaugmented reality games050801 communication & media studiesSample (statistics)computer.software_genreexergamesEntertainmentPokémon GO0508 media and communicationscritical incident techniquebehavior change support systemtäydennetty todellisuus0502 economics and businessta616ta113Multimedia05 social sciencesBehavior changeProcedural rhetoricPopularityprocedural rhetoriclocation-based games050211 marketingAugmented realityPsychologyCritical Incident Techniquecomputerdigitaaliset pelitQualitative researchCognitive psychology
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