Search results for "decision analytics"

showing 4 items of 4 documents

Enabling Sociability When Using Virtual Reality Applications : A Design Science Research Approach

2019

Immersive virtual reality applications aim at providing an all-encompassing spatial experience where a user can feel like being in another world or dimension. The systems are inherently designed for individual use as the devices disconnect the user from the physical environment. However, the applications are seldom used alone. Specifically, when used for sales and marketing, the user often needs help from other people but also benefits from social interaction as a part of the experience. Design research methodology is applied to three iterative development versions of a virtual-reality application. The focus of the evaluation of the artifacts is in the social use emphasizing three sociabili…

4112 ForestryCustomer experienceEngineeringdigital servicespalvelutbusiness.industrydesign scienceeducationpäätöksentekoDesign scienceVirtual realitydigitalizationvirtuaalitodellisuusasiakkaattäydennetty todellisuusHuman–computer interactionmobiilipalvelutdecision analyticsDesign science research512 Business and Managementkäyttäjäkokemusbusinessdigitalisaatiolisätty todellisuus
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Using Sport and Wellness Technology to Promote Physical Activity: An Intervention Study among Teenagers

2019

Life-long physical activity patterns are established during teenage years. Thus, promoting physical activity for teenagers is important. Sport and wellness technology shows promise for promoting physical activity. Yet, its research with teenage populations is sparse. This intervention study focused on whether using a sport and wellness technology application could affect the physical activity intention of teenagers, its antecedents, and the antecedents’ effects on intention by using the theory of planned behavior combined with the concept of self-efficacy as a theoretical framework. The results showed no statistically significant difference between the intervention and the control group in …

GerontologySelf-efficacyteini-ikäisetdigitaalinen valmennushyvinvointiPhysical activityphysical activityterveysteknologiaIntervention studiesomatoimisuusmobiililaitteetdigital mobile servicesmobiilipalvelutdecision analyticssport technologyPsychologydigital wellnessterveysfyysinen aktiivisuusProceedings of the Annual Hawaii International Conference on System Sciences
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Can Digital Coaching Boost Your Performance? – A Qualitative Study among Physically Active People

2019

The use of sport and wellness technology devices among athletes is highly popular. At the same time the demand for easy to understand, clear, and personalized information is also growing. Instead of numbers, users need and want solutions. Digital coaching can offer solutions for this by providing valuable training data and offering guidance and instructions on how to improve the training. This exploratory study focuses on the experiences, needs, and wants regarding a digital coach application among physically active people, more precisely crosscountry skiers. We found that the digital coach was perceived to have motivational elements. It was also viewed having potential to increase the awar…

business.industrydigitaalinen valmennushyvinvointiApplied psychologyterveysteknologiahiihtoCoachingarkielämädigital coachingmobiililaitteetdigital mobile servicesmobiilipalvelutdecision analyticssport technologybusinessPsychologydigital wellnessterveysQualitative researchProceedings of the Annual Hawaii International Conference on System Sciences
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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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