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1 – 10 of 19Isabel Moura, Caroline Dominguez and João Varajão
The purpose of this research is twofold: identify and gain a better insight on factors that can influence high performance of Information Systems (IS) project teams from the…
Abstract
Purpose
The purpose of this research is twofold: identify and gain a better insight on factors that can influence high performance of Information Systems (IS) project teams from the perspective of IS professionals (i.e. team members and leaders), and thus contribute to the general discussion on high-performance project teams; and offer both IS project team members and their project managers some feedback on how to build and manage teams more constructively and to enhance team performance in today’s demanding business environment.
Design/methodology/approach
The authors used an exploratory case study of a small-size holding company and a qualitative analysis of the data to address the research questions.
Findings
Results show a set of perceived factors that can influence high team performance in IS projects. Participants’ perceptions barely coincide. For instance, mutual trust was the only factor suggested as facilitating high team performance by 5 participants (out of 13). Differences may be because of participants’ characteristics (e.g. time on the job). All perceived factors are classified in the literature as nontechnical (i.e. having to do with behavioral and/or socio-organizational matters of project management).
Originality/value
This paper is among the very few empirical studies consolidating knowledge on high-performance IS project teams (e.g. it is still unclear if there are IS project team-specific factors that influence high performance). For the highly technical IS industry, this study came across human-centric factors transversal to different project teams.
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Isabel Moura, Caroline Dominguez and João Varajão
The main aim of this study is to contribute to the discussion on the factors that can influence the high performance of information systems (IS) project team members, from the…
Abstract
Purpose
The main aim of this study is to contribute to the discussion on the factors that can influence the high performance of information systems (IS) project team members, from the individual perspective. This study also allows both IS project team members and their managers to have a thorough picture of high-performing project teams, helping them improve team design, management and performance in today's demanding business environment.
Design/methodology/approach
To address the research questions, the authors carried out an exploratory case study of a small-sized holding company and a qualitative analysis of the data.
Findings
Results show a set of perceived factors that can influence (facilitate/hinder) the high performance of IS project team members. “Proper reward systems” was the most mentioned facilitating factor. “Negative affectivity” and “Lack of competence” were the two most referred as hindering factors. Most of the perceived factors are classified in the literature as non-technical.
Originality/value
Besides being among the very few empirical studies consolidating knowledge on the high performance of IS project team members, this paper extends the authors' previous research (done at the team level) to the individual team member level (as opposed to the team or organizational levels). In spite of IS being a highly technical industry, this study came across mostly human-centered factors transversal to different professionals (IS and non-IS) involved in project teams.
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Maria Margarida Melo de Carvalho and Caroline Elizabeth Dominguez
The purpose of this paper is to reflect on the user's assessment of the level of quality of the library services of the Portuguese University of Trás‐os‐Montes e Alto Douro (UTAD…
Abstract
Purpose
The purpose of this paper is to reflect on the user's assessment of the level of quality of the library services of the Portuguese University of Trás‐os‐Montes e Alto Douro (UTAD) in order to identify its potential improvement.
Design/methodology/approach
Following a literature review on library service quality assessment focusing on the ServQual, Lib Qual, or Biqual conceptual tools, a survey was designed and applied to a sample of the UTAD library's users, and then subjected to statistical analysis.
Findings
The literature review on library quality service assessment points out an array of dimensions that must be taken into account. The conceptual tools recently developed for that assessment showed that the services provided by the UTAD library needed to be redefined in order to enhance its user's autonomy. The results of the survey follow the findings of the literature review and, in particular, show that for the UTAD case study: gender is an important variable to take into account; the access to new technologies and to its convenient use is of the outmost importance; and face to face relation between users and service providers must be deepened.
Practical implications
The data survey clearly indicates the areas in which UTAD library has to direct its efforts in order to improve the quality of its services and meet users' expectations.
Originality/value
The results opened up the way to future comparative investigations with other services provided by other university libraries.
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David G. Embrick, Simón Weffer and Silvia Dómínguez
This paper examines the Art Institute of Chicago – a nationally recognized museum – as a white sanctuary, i.e., a white institutional space within a racialized social system that…
Abstract
Purpose
This paper examines the Art Institute of Chicago – a nationally recognized museum – as a white sanctuary, i.e., a white institutional space within a racialized social system that serves to reassure whites of their dominant position in society. The purpose of this paper is to highlight how museums create and maintain white spaces within the greater context of being an institution for the general public.
Design/methodology/approach
The empirical analysis of this study is based on collaborative ethnographic data collected over a three-year period of time conducted by the first two authors, and consists of hundreds of photos and hundreds of hours of participant observations and field notes. The data are analyzed using descriptive methods and content analyses.
Findings
The findings highlight three specific racial mechanisms that speak to how white spaces are created, recreated and maintained within nationally and internationally elite museums: spatiality, the policing of space, and the management of access.
Research limitations/implications
Sociological research on how white spaces are maintained in racialized organizations is limited. This paper extends to museums’ institutional role in maintaining white supremacy, as white sanctuaries.
Originality/value
This paper adds to the existing literature on race, place and space by highlighting three specific racial mechanisms in museum institutions that help to maintain white supremacy, white normality(ies), and serve to facilitate a reassurance to whites’ anxieties, fears and fragilities about their group position in society – that which helps to preserve their psychological wages of whiteness in safe white spaces.
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The purpose of this study is to examine consumer attitude toward gamification in the context of over-the-top (OTT) media service. The particular focus of this paper is on game…
Abstract
Purpose
The purpose of this study is to examine consumer attitude toward gamification in the context of over-the-top (OTT) media service. The particular focus of this paper is on game mechanics from the mechanics-dynamics-aesthetics framework and its effects on consumer attitude toward both gamification and OTT media service provider brand.
Design/methodology/approach
A 2 × 2 × 2 between-subjects factorial experiment to examine the three core elements of game mechanics – components, controls and courses on consumer attitude, which was operationalized in eight vignettes with a sample size of 296.
Findings
It was found that the three elements in game mechanics demonstrated a multiplicative effect. The different combinations of elements in game mechanics would result in eliciting different consumer attitudes toward gamification and brand. Despite one combination that attained a high positive consumer attitude toward gamification in OTT, that same combination was not effective in creating a high positive attitude toward the OTT provider brand. The findings demonstrate the need for OTT providers to be clear of their gamification objectives before selecting the combination of game mechanics.
Research limitations/implications
This study adds to the body of knowledge on consumer attitude toward gamification, especially in the OTT market where there is still literature is limited.
Practical implications
OTT providers should determine their objectives for using gamification and design the game mechanics according to the optimal combination of elements – components, controls and courses.
Originality/value
According to the author’s knowledge, this is the first paper to examine consumer attitude toward gamification and OTT provider based on game mechanics. It provides an understanding on the interaction of elements in game mechanics and shows that different element combinations can be used to meet different goals.
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The purpose of this study is to present a systematic literature review of academic peer-reviewed articles in English published between 2005 and 2021. The articles were reviewed…
Abstract
Purpose
The purpose of this study is to present a systematic literature review of academic peer-reviewed articles in English published between 2005 and 2021. The articles were reviewed based on the following features: research topic, conceptual and theoretical characterization, artificial intelligence (AI) methods and techniques.
Design/methodology/approach
This study examines the extent to which AI features within academic research in retail industry and aims to consolidate existing knowledge, analyse the development on this topic, clarify key trends and highlight gaps in the scientific literature concerning the role of AI in retail.
Findings
The findings of this study indicate an increase in AI literature within the field of retailing in the past five years. However, this research field is fairly fragmented in scope and limited in methodologies, and it has several gaps. On the basis of a structured topic allocation, a total of eight priority topics were identified and highlighted that (1) optimizing the retail value chain and (2) improving customer expectations with the help of AI are key topics in published research in this field.
Research limitations/implications
This study is based on academic peer-reviewed articles published before July 2021; hence, scientific outputs published after the moment of writing have not been included.
Originality/value
This study contributes to the in-depth and systematic exploration of the extent to which retail scholars are aware of and working on AI. To the best of the author’s knowledge, this study is the first systematic literature review within retailing research dealing with AI technology.
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