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1 – 10 of over 2000Sebastian Maximilian Dennerlein, Vladimir Tomberg, Tamsin Treasure-Jones, Dieter Theiler, Stefanie Lindstaedt and Tobias Ley
Introducing technology at work presents a special challenge as learning is tightly integrated with workplace practices. Current design-based research (DBR) methods are focused on…
Abstract
Purpose
Introducing technology at work presents a special challenge as learning is tightly integrated with workplace practices. Current design-based research (DBR) methods are focused on formal learning context and often questioned for a lack of yielding traceable research insights. This paper aims to propose a method that extends DBR by understanding tools as sociocultural artefacts, co-designing affordances and systematically studying their adoption in practice.
Design/methodology/approach
The iterative practice-centred method allows the co-design of cognitive tools in DBR, makes assumptions and design decisions traceable and builds convergent evidence by consistently analysing how affordances are appropriated. This is demonstrated in the context of health-care professionals’ informal learning, and how they make sense of their experiences. The authors report an 18-month DBR case study of using various prototypes and testing the designs with practitioners through various data collection means.
Findings
By considering the cognitive level in the analysis of appropriation, the authors came to an understanding of how professionals cope with pressure in the health-care domain (domain insight); a prototype with concrete design decisions (design insight); and an understanding of how memory and sensemaking processes interact when cognitive tools are used to elaborate representations of informal learning needs (theory insight).
Research limitations/implications
The method is validated in one long-term and in-depth case study. While this was necessary to gain an understanding of stakeholder concerns, build trust and apply methods over several iterations, it also potentially limits this.
Originality/value
Besides generating traceable research insights, the proposed DBR method allows to design technology-enhanced learning support for working domains and practices. The method is applicable in other domains and in formal learning.
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Xu Ren and Xiangmei Sun
The use of enterprise social media (ESM) can promote knowledge sharing within project teams. However, the potential mechanism of ESM affordances influencing knowledge sharing has…
Abstract
Purpose
The use of enterprise social media (ESM) can promote knowledge sharing within project teams. However, the potential mechanism of ESM affordances influencing knowledge sharing has not been fully studied. This paper aims to develop a theoretical model to explore how individual psychological cognition and environmental factors affect ESM affordances.
Design/methodology/approach
An empirical research using ESM applications was conducted in China, and 214 valid responses were collected for data analysis. Partial least squares structural equation modeling method was performed to test the theoretical model and hypotheses.
Findings
The results suggest the following implications: (1) the visibility, persistence, editability and association of ESM affordances all have a positive effect on the effectiveness of knowledge sharing in project teams. (2) The psychological safety and psychological empowerment of team members have a significant positive influence on ESM affordances. (3) The project task complexity positively moderates the positive effects which the visibility and association have on the effectiveness of knowledge sharing, and negatively moderates the positive relationship between the editability and knowledge sharing.
Originality/value
Based on the social cognitive theory, this paper highlights the roles of psychological cognitive factors and project task context in the effect of ESM affordances having on knowledge sharing within project teams. Moreover, it provides valuable suggestions for project managers in project and knowledge management.
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Yuxiang Zhao, Jiang Liu, Jian Tang and Qinghua Zhu
The purpose of this paper is to theoretically develop the concept of perceived affordance based on the existing studies, and to construct a conceptual framework to show how…
Abstract
Purpose
The purpose of this paper is to theoretically develop the concept of perceived affordance based on the existing studies, and to construct a conceptual framework to show how perceived affordances can facilitate the interaction design of social media.
Design/methodology/approach
The paper provides a review of the relevant literature on affordance and perceived affordance, and conceptually proposes a typology of perceived affordances in social media and an integrative framework for interaction design from sociomateriality perspective. Furthermore, a brief empirical example on the interaction design of crowdsourcing systems is used to ground and illustrate the authors' conceptual framework.
Findings
The paper shows that the perceived affordances may have multi‐facet characteristics and the interaction design of social media should reflect the multi‐dimensional perceived affordances. The perceived affordances can support or facilitate the design of basic elements of social media, such as content and form, to enhance both usability (human‐computer interaction) and sociability (human‐human interaction). A position of constitutive entanglement does not privilege either users or social media artifacts, nor does it provide a rigid triangle among these three components. Instead, the perceived affordances play a critical role in integrating the key components in social media interaction design as an ensemble.
Originality/value
The paper attempts to explore and develop the concept of perceived affordance and employ it as a theoretical lens to underpin interaction design of social media. Overall, the authors' study contributes to the design science literature in the information management field by elaborating a new theoretical perspective and providing a conceptual framework for the researchers and designers.
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Yuxiang (Chris) Zhao and Qinghua Zhu
The purpose of this paper is to present a new concept – task affordance in crowdsourcing context, and build it as a theoretical lens to help the authors reconfigure the artifacts…
Abstract
Purpose
The purpose of this paper is to present a new concept – task affordance in crowdsourcing context, and build it as a theoretical lens to help the authors reconfigure the artifacts and process in task-oriented crowdsourcing projects. The paper differs from previous studies by focusing on the relationships between the task artifacts, systems and goal-directed actors in crowdsourcing process rather than on the pure examination of task properties.
Design/methodology/approach
An operational definition of task affordance was proposed and a pseudo-entity-relationship model based approach was employed to portrait the task affordance in online crowdsourcing context. Furthermore, the authors developed a typology of task affordance and decomposed the concept into five dimensions, namely, design affordance, presentation affordance, assignment affordance, task-platform fit affordance, and task-worker fit affordance. A preliminary analysis of task affordances across various crowdsourcing categories was also conducted to validate the proposed typological framework.
Findings
The findings show that the task affordances have varying degree and extend among the diverse crowdsourcing categories. For instance, task design affordances seem to be low in the crowd processing and crowd rating cases compared with that in the crowd solving and crowd creation cases. For another example, in terms of the task presentation affordance, crowd rating cases need the lowest affordance while the crowd creation cases need the highest affordance. Therefore, the authors would like to emphasize that the successful adoption, implementation, and design of the task-oriented crowdsourcing owes to the careful examination of the relationships among the actors, artifacts, and environment of the crowdsourcing projects.
Originality/value
To the authors’ best knowledge, this paper is the first study on conceptualizing the task affordance in online crowdsourcing context. The study contributes to the academic literature on a comprehensive overview of task-related studies in crowdsourcing, which are scattered in several information related fields. Furthermore, this research contributes directly to the area of information science and technology due to a common interest in studying the environments and contexts in which people, information and technology interact and interplay. Practically, this study may yield some implications for the requester and platform operator when designing the relevant tasks or developing the specific crowdsourcing platform.
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The aim of this research is to propose a new prospective and methodology to explore how design affordance affects smartphone usage with a contextual approach to investigating the…
Abstract
Purpose
The aim of this research is to propose a new prospective and methodology to explore how design affordance affects smartphone usage with a contextual approach to investigating the relationship among design features, functional affordance, descriptive beliefs, and inferential beliefs.
Design/methodology/approach
This research was conducted in two phases to explore the effect of design affordance on adoption of smartphone. In the first phase, the paper investigated how smartphone's innovative design features afford user's functional perception. Subsequently, two affordance-based beliefs – intuition and diversity – were elicited from the design features of smartphone's user interface. In the second phase, a theoretical model was developed and empirically assessed for exploring the effects of the elicited affordance-based variables along with the innovation diffusion theory (IDT) variables on smartphone adoption.
Findings
Results show that the diversity has significant positive effect on both perceived usefulness and perceived ease of use of smartphone usage. However, the effect of intuition is significant on perceived ease of use but not on perceived usefulness. Of the IDT variables, only relative advantage is statistically significant for attitudes.
Research limitations/implications
The paper only focused on exploring some innovative design features and associated affordances for smartphone adoption. Other design features should be taken into consideration in future research.
Practical implications
The result of this research implies that managers or designers should take advantage of the current advanced technology to develop diverse and intuitive design features on smartphone for attracting user's attention and affection.
Originality/value
There is a contradiction in prior studies concerning the explanations for the causes of ICT artifact adoption while preserving both the generalizability of TAM model and the accuracy and salience to practice. This research contributes a new vision and methodology to explain what and how innovative design features influence user's attitudes towards smartphone usage from the affordance perspective.
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Shijie Song, Yuxiang Chris Zhao, Xinlin Yao, Zhichao Ba and Qinghua Zhu
Although leveraging social media to access healthcare information is nothing new, a boom in short video apps offers new potential for disseminating health-related information…
Abstract
Purpose
Although leveraging social media to access healthcare information is nothing new, a boom in short video apps offers new potential for disseminating health-related information. However, it is still unclear how short video apps might facilitate and benefit users’ consumption of health information. Furthermore, the technology features of short video apps complicate attempts to conduct research about them; as a consequence, they have been understudied. For addressing these concerns, this study adopts an affordance perspective to investigate the relationship between affordances and user experience and to examine factors that contribute to users’ intention to continue using short video apps to obtain health information.
Design/methodology/approach
Drawing upon affordance theory, we constructed a research model that integrates four types of affordances (livestreaming, searching, meta-voicing and recommending), three types of user experience (immersion, social presence and credibility perception), and user’s intention to continue use. We employed an online survey and obtained a sample of 372 valid responses from TikTok (DouYin) users in China. The partial least squares (PLS) method was used to analyze the data.
Findings
The study found that the user experience, in terms of social presence, immersion and credibility perception, can significantly predict users’ intention to continue using short video apps to obtain health information. Furthermore, the user experience was positively associated with the different affordances provided by the short video apps.
Originality/value
The findings of this study have several implications. First, the study contributes to the health information behavior literature by incorporating the aspect of user experience. Moreover, the study extends the application of affordance theory to users’ health information acquisition, and it carries some practical implications on how to leverage the great potential of short video apps to serve public health communication better.
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Salla Syvänen and Chiara Valentini
The purpose of this study is to review the extant literature on chatbots and stakeholder interactions to identify major trends and shed light on knowledge gaps.
Abstract
Purpose
The purpose of this study is to review the extant literature on chatbots and stakeholder interactions to identify major trends and shed light on knowledge gaps.
Design/methodology/approach
A systematic literature review was conducted combining qualitative and quantitative approaches. A code book based on early systematic literature reviews was developed and used to extract information from 62 discrete peer-reviewed English articles. An inductive approach was used to analyse definitions of chatbots, topics, metrics, perspectives and implications.
Findings
Chatbots have been studied by many different disciplines, but not much from organizational, stakeholder and corporate communication perspectives. Existing studies focus on the technical developments of chatbots and chatbot language and conversations skills. Research has remained anchored at the micro-level understanding of the phenomenon, that is, the nature of chatbots, but has not yet taken into consideration the meso (organizational) or macro (societal) levels.
Research limitations/implications
This study focused only on academic peer-reviewed papers in English and excluded conference proceeding, books, book chapters and editorials that may have offered other important and relevant reflections. The limited number of studies in communication-related disciplines shows that corporate communication scholars could contribute more to the discussion of chatbot–stakeholder interactions.
Originality/value
This is the first research in the field of corporate communication that examines organizational chatbot–stakeholder interactions. Results of this review offer important information on chatbots' organizational capabilities and affordances, which, arguably, must be taken into consideration when stakeholder engagement strategies are set.
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Sihan Cheng and Cong Cao
Based on cognitive evaluation theory and gamification affordances, this study aims to understand how gamification affordances influence users’ intention to engage in sustainable…
Abstract
Purpose
Based on cognitive evaluation theory and gamification affordances, this study aims to understand how gamification affordances influence users’ intention to engage in sustainable behaviour and how new trends in Ant Forest influence its impact on green intrinsic motivation to support sustainable behaviours.
Design/methodology/approach
The authors developed a research model to explore the mechanisms underlying gamification affordances, psychological needs and green intrinsic motivation. Partial least squares structural equation modelling was used to assess the survey data (n = 393) and test the research model.
Findings
The results show that different gamification affordances can satisfy users’ needs for autonomy, competence and relatedness, which positively influences their green intrinsic motivation and engagement in sustainable behaviours. However, some affordances, such as competition, might negatively impact these psychological needs.
Originality/value
This research updates information system research on environmental sustainability and the Ant Forest context. The authors provide a new framework that links gamification affordances, psychological needs and sustainable behaviour. The study also examines changing trends in Ant Forest and their implications.
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Jenny Condie, Paul V. Dunmore and Keitha Dunstan
The purpose of this paper is to propose that external reports may be assessed not only by their content but also by the affordances provided to assist the reader's understanding…
Abstract
Purpose
The purpose of this paper is to propose that external reports may be assessed not only by their content but also by the affordances provided to assist the reader's understanding. To operationalise this idea, it is applied to statements of service performance issued by New Zealand universities in 2000.
Design/methodology/approach
Using concepts drawn from information systems design, the authors develop an index which is applied to archival reports.
Findings
The index is negatively correlated with existing disclosure indices applied to the same set of reports, implying that it captures a distinct dimension of performance reporting. A tradeoff is demonstrated between providing more disclosure and more cognitive affordances. The index is fairly robust to certain arbitrary choices in its construction.
Research limitations/implications
The concept of assessing the quality of external reports by their cognitive affordances is shown to be feasible by applying it to one kind of report in a particular setting. Further research will be needed to establish how it could be operationalised in other settings, such as social and environmental accounting.
Practical implications
With further development, the index may provide a way of assessing the presentation of external reports, and hence of improving accounting standards. It may also be helpful to preparers by providing a second dimension (besides content) on which they can evaluate and improve the quality of their reporting.
Originality/value
External reports have previously been assessed in terms of content and of the sentence structure employed. This paper suggests a way of assessing how the structure and presentation of reports affects their usability.
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