Search results for "Rod"
showing 10 items of 22124 documents
Open Resources as the Educational Basis for a Bachelor-level Project-Based Course
2015
This article presents an innovation-based course concept for project-based learning. In this course, student groups are asked to ideate and implement a software product based on Open Data and Open API releases. By emphasizing studentsâ own product ideation, the course requires and enhances self-directed learning skills and prompts the students to see the unlimited possibilities in becoming and being a practitioner of the computing discipline. Relatedly, the course provides a tool to improve student self-efficacy, as the students, coached through challenges, come to know that they are able to produce software using various open interfaces.
Best Practices for International eSourcing of Software Products and Services from the Service Providers' Perspective
2015
This research analyzes how eSourcing service providers can execute the Information and Communications Technology-enabled international sourcing of software-intensive systems and services (eSourcing) effectively. The extant literature falls short of providing a detailed enough set of best practices and supporting classes of information systems to help providers to manage and deliver effective services. This research presents a set of best practices for international eSourcing service providers to facilitate the execution, improvement, and management of international eSourcing services. The practices help providers to establish and execute a mature eSourcing life-cycle in order to overcome th…
Sensory modalities and mental content in product experience
2015
Contemporary research in human-technology interaction emphasises the need to focus on what people experience when they interact with technological artefacts. Understanding how people experience products requires detailed investigation of how physical design properties are mentally represented, and the theorisation of how people represent information obtained through different modalities still needs work. The objective of this study is to investigate how people experience modality-related affective aspects of products, using the psychological concept of mental content. For this purpose, we adopt the framework of user psychology, which is the sub-area of psychology involved with investigating…
An Information Systems Design Product Theory for Integrated Requirements, Test and Defect Management Systems
2012
Software companies need to develop high-quality products fast and with low cost. Development activities are typically distributed in different places and involve multiple stakeholders in different countries. Testing is an important way to ensure product quality but it is costly and takes ample time and resources. Sourcing testing services from specialized service providers is often the most viable option for software businesses. Flexible and effective test process management is especially vital to support the testing life-cycle when external testing service providers are involved. Yet, the extant literature provides little theoretical guidance for managing the testing life-cycle, including …
Justification of point electrode models in electrical impedance tomography
2011
The most accurate model for real-life electrical impedance tomography is the complete electrode model, which takes into account electrode shapes and (usually unknown) contact impedances at electrode-object interfaces. When the electrodes are small, however, it is tempting to formally replace them by point sources. This simplifies the model considerably and completely eliminates the effect of contact impedance. In this work we rigorously justify such a point electrode model for the important case of having difference measurements ("relative data") as data for the reconstruction problem. We do this by deriving the asymptotic limit of the complete model for vanishing electrode size. This is s…
Short-Time Non-work-related Computing and Creative Performance
2014
It has been argued that non-work-related computing (NWRC) takes time away from work and, hence, decreases work productivity. On the other hand, it has also been claimed that short-time non-work-related computing (STNWRC) (a maximum of 15 minutes), has a positive impact on work productivity, including relief from boredom, higher creativity, and the underlying recovery mechanisms. To examine the impact of STNWRC on creative performance, we draw on Fredrickson's broaden-and-build theory, the concept of recovery with mental well-being and low cognitive effort. A 2 × 2 factorial experiment with 40 subjects was conducted. The results indicate that STNWRC has a positive effect on creative performa…
Affective contents of cross-cultural audiovisual experience
2015
Audiovisual presentation of a product has a direct impact on the mental representation of an individual when interacting with a product. Companies produce audiovisual contents that can be used in different cultural environments as a way of having broader impact at a cheaper cost. But do video contents have the same impact in different countries? We addressed this question by using images and videos of Iittala products (Finnish design) with the goal of finding whether participants from two countries, Finland and Spain, appraised the designs similarly. We performed an experiment in which participants interacted with three audiovisual products depicting images/videos of the brand design. Throu…
Apperception as a Multisensory Process in Material Experience
2015
Visual perspective has dominated experience research in humantechnology interaction for decades now. The neglect of other sensory modalities is gradually being addressed by scholars and designers, who investigate user experience based on touch, smell, taste, sound and even expressive bodily interactions. In cognitive and affective processes, user experience is always multi-modal, not just regarding perceived multi-sensory information, but also while perceiving through one modality we mentally construct information relevant to the other senses. This article reports the results of an experiment, where participants (N = 52) appraised materials either only by touching them or only by seeing. Th…
Cross-Cultural Factors in Experiencing Online Video Contents in Product Marketing
2017
Although online shops represent convenient tools to buy and sell products, they do not offer as rich multisensory experiences than physical retailing offers. Audio-visual contents could provide dynamic multisensory information and offer more engaging experiences. However, to be successful, audio-visual contents need to be adjusted to the cultural characteristics of the users. This manuscript presents a study in which Spanish and Finnish participants interacted with audiovisual products depicting videos of the brand design. Through content analysis of participants' verbalizations, the authors identified categories and subcategories that defined the representation of the video elements and th…
Customer Perception Driven Product Evolution - Facilitation of Structured Feedback Collection
2016
Competitive environment not only requires effective advertising strategies from the product producers and service providers, but also to do comprehensive and sufficient analysis of their customers to understand their needs and expectations. Successfully involving customers into a product/service co-creation process, companies more likely increase their future revenue. Customer feedback analysis is widely applied in marketing and product development. Among other challenges (e.g. customer engagement, feedback collection, etc.) automation of customer feedback analysis becomes very demanding task and requires advance intelligent tools to understand customers’ product perception and preferences.…