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1 – 10 of over 74000Chong M. Lau, Liang C. Low and Ian R. C. Eggleton
Examines the three‐way interaction between budget emphasis, participation and task difficulty affecting managerial performance within the framework suggested by Harrison (1992…
Abstract
Examines the three‐way interaction between budget emphasis, participation and task difficulty affecting managerial performance within the framework suggested by Harrison (1992) with a sample of 197 functional heads from Singaporean and Australian manufacturing companies. The results support a three‐way interaction between budget emphasis, budgetary participation and task difficulty affecting managerial performance and second, cultural differences between Singapore and Australia (pertaining to power distance) which interact neither with budgetary participation nor budget emphasis. The results also suggest that high budgetary participation (regardless of budget emphasis) in high task difficulty situations and high budget emphasis (regardless of budgetary participation) in low task difficulty situations are associated with improved managerial performance in Singapore and Australia.
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Barbara Wildemuth, Luanne Freund and Elaine G. Toms
One core element of interactive information retrieval (IIR) experiments is the assignment of search tasks. The purpose of this paper is to provide an analytical review of current…
Abstract
Purpose
One core element of interactive information retrieval (IIR) experiments is the assignment of search tasks. The purpose of this paper is to provide an analytical review of current practice in developing those search tasks to test, observe or control task complexity and difficulty.
Design/methodology/approach
Over 100 prior studies of IIR were examined in terms of how each defined task complexity and/or difficulty (or related concepts) and subsequently interpreted those concepts in the development of the assigned search tasks.
Findings
Search task complexity is found to include three dimensions: multiplicity of subtasks or steps, multiplicity of facets, and indeterminability. Search task difficulty is based on an interaction between the search task and the attributes of the searcher or the attributes of the search situation. The paper highlights the anomalies in our use of these two concepts, concluding with suggestions for future methodological research related to search task complexity and difficulty.
Originality/value
By analyzing and synthesizing current practices, this paper provides guidance for future experiments in IIR that involve these two constructs.
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Numerous accounting studies have investigated the effects of participatory budgetary processes. The job satisfaction of participating employees is one of the most frequently…
Abstract
Purpose
Numerous accounting studies have investigated the effects of participatory budgetary processes. The job satisfaction of participating employees is one of the most frequently researched issues. Increased employee participation in budgeting widens the responsibilities and experience of employees. However, it might also increase the level of task difficulty and reduce task clarity. The purpose of this study is to design an improved budgeting system for subordinates so as to enhance job satisfaction in a working environment of difficult task setting and low goal clarity.
Design/methodology/approach
The present paper employs two models (direct and indirect) to investigate the level of employee satisfaction during budgetary participation, focusing on the hotel industry in Macau.
Findings
The direct model suggests that task difficulty and clarity do not directly affect satisfaction levels among employees during budgetary participation. However, the indirect model suggests that, under conditions of increased task difficulty and unclear goal situations, the level of job satisfaction is mediated indirectly through the influence of four core dimensions (budget variety, autonomy, task identity, and feedback). The study thus finds that improved design of budgetary processes, taking account of four core dimensions (budget variety, autonomy, task identity, and feedback), produces greater job satisfaction among employees who are desirous of satisfying higher‐order needs. Moreover, these employees are rated by superiors as performing higher‐quality work during the budgetary process.
Originality/value
The paper contributes to the budgeting literature in several ways. It confirms the beneficial effect of improved budgetary design in enhancing employees' job satisfaction in a working environment of task difficulty and unclear goal setting, which is particularly important in the hotel industry and other service sectors. The paper also extends the literature that has hitherto typically focused on the examination of factors that affect the level of employees' job satisfaction, and recognizes the importance of budgetary design to job satisfaction.
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The purpose of this paper is to examine the role of task and user’s topic familiarity in the evaluation of information patch (websites).
Abstract
Purpose
The purpose of this paper is to examine the role of task and user’s topic familiarity in the evaluation of information patch (websites).
Design/methodology/approach
An experimental study was conducted in a computer laboratory to examine users’ information seeking and foraging behaviour. In total, 160 university students participated in the research. Two types of task instructions, specifically defined and non-specifically defined (general) task types were administered. Mixed methods approach involving both quantitative and qualitative thematic coding were adopted, from the data of the questionnaire surveys and post-experiment interviews.
Findings
In the context of task attributes, users who conducted information seeking task with specifically defined instructions, as compared to the non-specifically defined instructions, demonstrated stricter credibility evaluations. Evidence demonstrated the link between topical knowledge and credibility perception. Users with topical knowledge applied critical credibility assessments than users without topical knowledge. Furthermore, the evidential results supported that the level of difficulty and knowledge of the topic or subject matter associated with users’ credibility evaluations. Users who have lesser or no subject knowledge and who experienced difficulty in the information search tended to be less diagnostic in their appraisal of the information patch (website or webpages). Users equipped with topical knowledge and who encountered less difficulty in the search, exhibited higher expectation and evaluative criteria of the information patch.
Research limitations/implications
The constraints of time in the lab experiment, carried out in the presence of and under the observation of the researcher, may affect users’ information seeking behaviour. It would be beneficial to consider users’ information search gratifications and motivations in studying information evaluations and foraging patterns. There is scope to investigate users’ proficiency such as expert or novice, and individual learning styles in assessing information credibility.
Practical implications
Past studies on information evaluation, specifically credibility is often associated with users’ characteristics, source, or contents. This study sheds light on the context of task type, task difficulty and topical knowledge in affecting users’ information judgement.
Originality/value
One of the scarce studies in relating task orientation, task difficulty and topical knowledge to information evaluations.
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Boyan Bontchev and Dessislava Vassileva
This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the “Rush for…
Abstract
Purpose
This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the “Rush for Gold” game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and facial expressions of the player. The game applies linear regression for calculating playing styles to be applied for achieving a style-based adaptation in other educational video games.
Design/methodology/approach
The experimental procedure included subject selection, demonstration, informed consent procedure, two game sessions in random order – one without and another with affective adaptation control – and post-game self-report. The experiment was conducted with participation of 30 master students and university lecturers in informatics.
Findings
This study presents experimental results concerning the impact of affective adaptation over playing style recognition, game session time, task’s effectiveness, efficiency and difficulty and, as well, player’s assessment of affectively adaptive gameplay obtained by an adaptation control panel embedded into the game and by post-game self-report.
Research limitations/implications
The proposed adaptive game limits recognised styles to such based on the Kolb’s Learning Style Inventory model. Another limitation of the study is the relatively small number of participants constrained by the extended experimental procedure and the desktop game version.
Originality/value
The paper presents an original research on the effect of affect-based adaptation on a novel approach for implicit recognition of playing styles.
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Xi Ouyang, Kong Zhou, Yuan-Fang Zhan and Wen-Jun Yin
Drawing on the extended self-theory, this study explores the dynamic process through which reactive helping could influence proactive helping through self-investment and…
Abstract
Purpose
Drawing on the extended self-theory, this study explores the dynamic process through which reactive helping could influence proactive helping through self-investment and investigate the moderating role of task difficulty in affecting this process.
Design/methodology/approach
This study, with a sample of 582 diary surveys from 66 employees, used experience sampling techniques to analyze the proposed hypotheses.
Findings
The results revealed that self-investment could mediate the positive relationship between reactive helping and proactive helping. Additionally, task difficulty acts as an essential role in facilitating the process raised by reactive helping. Further examination revealed that the moderated mediation effect in this model was also significant.
Practical implications
Managers should encourage help-seeking and positive responses to requests, especially in groups with difficult tasks, which could build helpers’ extended self at work and increase their proactive helping behaviors at the following episode.
Originality/value
As verifying the dynamic trajectory of reactive helping, this study enriches our understanding of whether and how helping behaviors are likely to grow over time. Besides, it complements current pieces of literature by exploring the potential positive implication of reactive helping with a helper-centric perspective.
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Ralf Hansmann, Helmut W. Crott, Harald A. Mieg and Roland W. Scholz
Deficient group processes such as conformity pressure can lead to inadequate group decisions with negative social, economic, or environmental consequences. The study aims to…
Abstract
Purpose
Deficient group processes such as conformity pressure can lead to inadequate group decisions with negative social, economic, or environmental consequences. The study aims to investigate how a group technique (called INFO) improves students' handling of conformity pressure and their collective judgments in the context of a transdisciplinary case study (TCS) for sustainability learning.
Design/methodology/approach
The improvement of normative functioning and output (INFO) group technique was tested in a field experiment embedded in a TCS. The INFO technique involves individual and group assessments of task difficulty. The experiment compares the performance of student groups assigned to control and experimental conditions in estimation tasks related to environmental planning and rail traffic.
Findings
The INFO interventions significantly improved the accuracy of group estimates compared to the control conditions. Applying the group technique could promote student's learning and facilitate the search for sustainable solutions in a TCS.
Practical implications
Results indicate that individually and collectively analyzing and discussing difficulties of a task as suggested by the INFO group technique can help students improve collective judgments on real world issues.
Originality/value
Group techniques are a prominent type of TCS methods as group processes are crucial for sustainability learning. First, this study applies the INFO group technique in a TCS in order to evaluate and further develop the technique.
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Dianwen Wang, Yupeng Mou, Zhihua Ding and Xuehui Jiang
Crowdsourcing refers to a new business model in which enterprises or individuals publish tasks or problems, attracting freelancers or contributors to participate in solving tasks…
Abstract
Purpose
Crowdsourcing refers to a new business model in which enterprises or individuals publish tasks or problems, attracting freelancers or contributors to participate in solving tasks, submitting bids and allowing task seekers to choose the final solution. How to attract more quantity and quality of contributors to submit their solutions through a crowdsourcing platform has become a vital question.
Design/methodology/approach
In this study, the authors use web crawling to obtain 43,265 effective tasks in EPWK website (www.epwk.com) to probe how to elevate the quantity and quality of contributors via task reward design. This study uses the hierarchical linear model to probe the research questions.
Findings
Results show that, with the increase of task reward, the quantity of contributors goes up first and then goes down (inverted U shape), whereas the quality of contributors goes down first and then goes up (U sharp). Moreover, the authors investigate the moderating effects of another task design attribute, task duration. This study finds that task duration weakens the effect of task reward on the quantity of contributors while strengthening the effects of task reward on the quality of contributors.
Originality/value
First, this study theoretically probes two key aspects of task performance, namely, the quantity and quality of contributors, which expand the scope of task performance evaluation. Second, this study reconciles previous concern about the relationship of task reward and performance, which is different from previous studies that have paid more attention to the single perspective of their relationship. Finally, the authors investigate the moderating effects of task duration, which further uncover the mechanism behind task reward and performance, that is, the quantity and quality of task contributors.
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Yue Wang, Daniel Y. Mo and Hoi Lam Ma
Many e-commerce companies adopt a product customization platform offering various choices for customers to configure products to better satisfy their needs. However, a method to…
Abstract
Purpose
Many e-commerce companies adopt a product customization platform offering various choices for customers to configure products to better satisfy their needs. However, a method to effectively measure customer satisfaction is lacking. This paper aims to investigate customers' perception of time in the online configuration process of customized products and seeks to propose time perception as the measurement of the effectiveness of online product customization.
Design/methodology/approach
An online laptop customization system was used in an empirical experiment to collect respondents' answers in a set of research questions. Regression and correlation analysis were conducted to investigate the factors affecting customers' satisfaction as well as the relationships with time perception.
Findings
The experimental results reveal several factors in customers' perception of time during the online product customization process. First, customers tend to overestimate the amount of time spent in a short-duration task but underestimate the amount of time spent in a long-duration task. Second, customers' perceptions of time are significantly correlated with their satisfaction with the configured products, and perceived time is moderately correlated with their satisfaction with the configuration process. Third, the difficulty of customization tasks and customers' motivation to process information also significantly affect customers' perceptions of time.
Originality/value
This paper advances the research on time perception by developing a new relative segmentation-based method to estimate the subjective perception of time. This study also makes several contributions to product customization research: the authors fill a research gap in the field of product customization by incorporating customers' perceptions of time into the measurement of customer satisfaction and by identifying the significant relationships among customers' perception of time, the ease of task selection, the customers' motivation to process information, and customers' satisfaction with customized products. These results aid in the design of online product customization systems.
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Joao Vitor da Silva Moreira, Karina Rodrigues, Daniel José Lins Leal Pinheiro, Thaís Cardoso, João Luiz Vieira, Esper Cavalheiro and Jean Faber
One of the main causes of long-term prosthetic abandonment is the lack of ownership over the prosthesis, which was caused mainly by the absence of sensory information regarding…
Abstract
Purpose
One of the main causes of long-term prosthetic abandonment is the lack of ownership over the prosthesis, which was caused mainly by the absence of sensory information regarding the lost limb. The period where the patient learns how to interact with a prosthetic device is critical in rehabilitation. This ideally happens within the first months after amputation, which is also a period associated with the consolidation of brain changes. Different studies have shown that the introduction of feedback mechanisms can be crucial to bypass the lack of sensorial information. To develop a biofeedback system for the rehabilitation of transfemoral amputees – controlled via electromyographic (EMG) activity from the leg muscles – that can provide real-time visual and/or vibratory feedback for the user.
Design/methodology/approach
The system uses surface EMG to control two feedback mechanisms, which are the knee joint of a prosthetic leg of a humanoid avatar in a virtual reality (VR) environment (visual feedback) and a matrix of 16 vibrotactile actuators placed in the back of the user (vibratory feedback). Data acquisition was inside a Faraday Cage using an OpenEphys® acquisition board for the surface EMG recordings. The tasks were performed on able-bodied participants, with no amputation, and for this, the dominant leg of the user was immobilized using an orthopedic boot fixed on the chair, allowing only isometric contractions of target muscles, according to the Surface EMG for Non-Invasive Assessment of Muscles (SENIAM) standard. The authors test the effectiveness of combining vibratory and visual feedback and how task difficulty affects overall performance.
Findings
The authors' results show no negative interference combining both feedback modalities and that performance peaked at the intermediate difficulty. These results provide powerful insights of what can be accomplished with the population of amputee people. By using this biofeedback system, the authors expect to engage another sensory modality in the process of spatial representation of a virtual leg, bypassing the lack of information associated with the disruption of afferent pathways following amputation.
Research limitations/implications
The authors developed a showcase with a new protocol and feedback mechanisms showing the protocol's safety, efficiency and reliability. However, since this system is designed for patients with leg amputation, the full extent of the effects of the biofeedback training can only be assessed after the evaluation with the amputees, and the results obtained so far establish a safe and operational protocol to accomplish this.
Practical implications
In this study, the authors proposed a new biofeedback device intended to be used in the preprosthetic rehabilitation phase for people with transfemoral amputation. With this new system, the authors propose a mechanism to bypass the lack of sensory information from a virtual prosthesis and help to assimilate visual and vibrotactile stimuli as a cue for movement representation.
Social implications
With this new system, the authors propose a mechanism to bypass the lack of sensory information from a virtual prosthesis and help to assimilate visual and vibrotactile stimuli as a cue for movement representation.
Originality/value
The authors' results show that all users were capable of recognizing both feedback modalities, both separate and combined, being able to respond accordingly throughout the tasks. The authors also show that for a one-session protocol, the last difficulty level imposed a greater challenge for most users, explained by the significant drop in performance disregarding the feedback modality. Lastly, the authors believe this paradigm can provide a better process for the embodiment of prosthetic devices, fulfilling the lack of sensory information for the users.
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