Search results for "käyttäjätutkimus"

showing 10 items of 16 documents

A tale of two frames : Exploring the role of framing in the use discontinuance of volitionally adopted technology

2022

https://doi.org/10.1111/isj.12355 The discontinuance of volitional IS (i.e., information systems adopted, used and discontinued at will) has recently attracted remarkable attention from academics and practitioners alike. However, most research to date has been ahistorical. Ignoring the temporal progression can be problematic when the phenomenon under investigation is dynamic and evolving. To balance this, we adopt a stage modelling approach to understand the process ending with the technology use being discontinued by users of a popular crowdsourcing platform. Two questions guided our investigation: (1) Why do users discontinue using an IS they have volitionally adopted and used? (2) How do…

Computer Networks and Communicationskäyttäjätqualitative studyMedia studiestietotekniikkaIS discontinuancekäyttöFraming (construction)teknologiavolitional ISlopettaminenstage modelPsychologyomaksuminenSoftwareInformation SystemsQualitative researchkäyttäjätutkimus
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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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NewSQL Database Management System Compiler Errors : Effectiveness and Usefulness

2022

Modern database management is often faced with a high number of concurrent end-users, and the need for database distribution to ensure fault tolerance and high throughput. To flexibly address these challenges, many modern database management systems (DBMS) provide highly automated and effortless, i.e., highly usable database distribution, deployment, and maintenance. However, the usability considerations are yet to extend from the aforementioned DBMS features to query language compilers. In this study, based on participant answers (N = 157), we compare the error message qualities of four modern DBMSs (CockroachDB, SingleStore, NuoDB, and VoltDB) using one objective and three subjective metr…

Human-Computer InteractionSQLkäytettävyysihmisen ja tietokoneen vuorovaikutusviestitvirheettietokannatHuman Factors and ErgonomicskyselykieletComputer Science Applicationstietojärjestelmätkäyttäjätutkimus
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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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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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Serendipity in recommender systems

2018

The number of goods and services (such as accommodation or music streaming) offered by e-commerce websites does not allow users to examine all the available options in a reasonable amount of time. Recommender systems are auxiliary systems designed to help users find interesting goods or services (items) on a website when the number of available items is overwhelming. Traditionally, recommender systems have been optimized for accuracy, which indicates how often a user consumed the items recommended by system. To increase accuracy, recommender systems often suggest items that are popular and suitably similar to items these users have consumed in the past. As a result, users often lose interest…

evaluationrecommendation algorithmsKäyttäjätutkimusverkkokauppasuosittelujärjestelmätserendipityoffline experimentsunexpectednessnoveltysattumaevaluation metricsuser studyrelevanssiserendipity metricsalgoritmitserendipisyysrelevancerecommender systemstäsmämarkkinointiarviointipersonalizationverkkopalvelut
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"Tämä on kaikin puolin ihana paikka!!!" - kirjaston käyttäjäkyselyn tuloksia v. 2003

2003

kirjastotkirjastotyökirjastoalaJyväskylän yliopiston kirjastokäyttäjätutkimus
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Kirjasto on kampuksen sydän ja keuhkot: kirjaston käyttäjäkyselyn tuloksia

2001

kirjastotyliopsitokirjastotkirjastoalaJyväskylän yliopiston kirjastokäyttäjätutkimus
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Om lexikografi och användning av ordböcker

2011

leksikografiaopiskelijatsanakirjatsanakirjojen käyttökäyttäjätutkimus
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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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