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Digital Health

Wohlstandskrankheiten stellen eine der Grand Challenges des 21. Jahrhunderts dar: 54% aller vorzeitigen Todesfälle werden von Krankheiten verursacht, die sich auf einen ungesunden Lebensstil zurückführen lassen. Die Folgen dieser Wohlstandskrankheiten belasten nicht nur die individuelle Gesundheit, sondern auch das Gesundheitssystem. Unsere Forschung zu Digital Health befasst sich mit dem Einsatz digitaler Technologien im Bereich der Gesundheitsförderung und Prävention. Wir untersuchen auf welche Weise solche Technologien, z.B. Wearables oder Sport Apps eingesetzt und genutzt werden und welche Ergebnisse damit erzielt werden können. Weiter befassen wir uns mit der verbesserten Gestaltung der Technologien und unterstützen Organisationen im Gesundheitssektor bei Projekten in diesem Bereich.


Ansprechperson

Annamina Rieder



Digital Nudging

Digitale Nudges stellen Elemente von User Interfaces dar, die Nutzerverhalten sanft in eine bestimmte Richtung lenken sollen. In unserer Forschung untersuchen wir, wie sich die Gestaltung von User Interfaces auf das Entscheidungs- und Nutzungsverhalten von Nutzer*innen auswirkt. Dabei greifen wir auf Erkenntnisse der Psychologie und Verhaltensökonomie zurück. Im Rahmen von angewandten Forschungsprojekten unterstützen wir Unternehmen bei der Entwicklung und Evaluation digitaler Nudges.


Ansprechperson

Annamina Rieder



Green Transformation

Der Klimawandel gehört zu den grössten Herausforderungen des 21. Jahrhunderts. Zahlreiche Organisationen haben sich etwa zum Ziel gesetzt, in Zukunft CO2-neutral zu wirtschaften. Gleichzeitig prägen Konsumtrends, wie Zero-Waste die Gesellschaft. Unsere Forschung in diesem Bereich untersucht welche Rolle digitale Technologien bei der Unterstützung der Green Transformation von Wertschöpfung und Konsum einnehmen. Damit bieten wir Organisationen verschiedene Handlungsoptionen, um technologiegestützt ökologische Ziele zu realisieren.


Ansprechperson

Annamina Rieder



CC Ecosystems

Das CC Ecosystems entwickelt seit mehr als 16 Jahren im Rahmen von zweijährigen Forschungszyklen Lösungen für Problemstellungen unserer Partnerunternehmen aus der Finanzindustrie und angrenzenden Branchen. Die entwickelten Lösungen werden in gemeinsamen Workshops diskutiert und ggfs. modifiziert. Dieser interaktive Austausch und die Tatsache, dass die aktuellen und in den vorhergehenden Forschungszyklen im Competence Center entwickelten Lösungen allen Partnern zur Verfügung stehen, entsprechen unserem Netzwerkgedanken.


Ansprechperson

Prof. Dr. Reinhard Jung

Ansprechperson

Stefanie Auge-Dickhut


Digital Nudges

Wie Sie in Ihren täglichen Entscheidungen beeinflusst werden

Publikationen

An unhealthy lifestyle is one of the key factors of mortality in modern society. Persuasive technologies, information systems that aim to change users behaviors and attitudes in a predefined way, are increasingly used for health promotion to encourage a physically active lifestyle and healthful nutrition to prevent diseases of affluence. Persuasive technologies for health come in different shapes, though, recent advances in mobile and sensor technologies have given rise to wearable self-tracking devices that have shortly reached high penetration in mainstream markets. While high hopes lie on persuasive technologies to improve personal and public health outcomes and empirical evidence for their effectiveness exists, concerns regarding their capacity to sustainably induce changes in health behaviors are growing. Despite the rich body of literature on the adoption of persuasive technology, gaps in knowledge exist with regard to users post-adoptive use experiences and behaviors, the processes along which persuasive technologies generate cognitive-affective and behavioral outcomes, and how persuasive technologies can impel such processes in a targeted way. This cumulative dissertation addresses these gaps and seeks to gain an understanding of post-adoptive use processes, to explain the occurrence of adverse experiences and their effects on users, to explain the outcomes of persuasive technology use, and to generate design knowledge to develop persuasive technologies to achieve long-term changes in health-promoting behaviors. These research objectives are achieved through eight research papers using different research approaches to shed light at different aspects concerning the post-adoptive use, the behavioral outcomes, and the design of persuasive technologies, by applying qualitative and quantitative research methods, and following the design science research paradigm. The dissertation makes several primary contributions to persuasive technology research: First, users habit formation processes and adverse experiences are highlighted. Second, the outcomes of persuasive technology use are outlined and mechanism-level explanations for why some users arrive at behavioral outcomes while others do not are provided. Third, by presenting a design artifact, design knowledge for the development of adaptive persuasive technologies for health promotion is generated. Moreover, the findings have important implications for practitioners, in particular, providers of persuasive technology and system designers.

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Business ecosystems are dynamic network structures of autonomous actors who contribute individual resources and capabilities towards a shared purpose. This study proposes a design theory to develop a model that describes the fundamental value creation activities in business ecosystems. This research endeavor is embedded in a consortium research project following design science and builds on both the current body of academic knowledge and the experience of. The paper makes three main contributions. Firstly, the study defines a specific problem space, identifies justificatory knowledge, and develops design requirements and principles as the theory’s core. Secondly, a reference model is developed that describes value creation, providing a conceptual grid for further theoretical analysis. Thirdly, the model provides an analytical framework for practitioners, who need to understand which activities should be performed and how these activates should be configured to generate advantages relative to others.

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By enabling a new way to digitize transactions, distributed ledger technology allows to fundamentally change how value is digitally issued, transferred, and stored. Accordingly, «tokenization» refers to the concept of creating a singular identifier on a distributed ledger in terms of a token that may represent anything from financial assets, goods, to other valuable resources. Where tokenization may disrupt our economic system leading to more efficiency or democracy, it is required to gain insights and facilitate the development of use cases associated with this concept. To illustrate how firms can apply tokenization to innovate their businesses, we propose a framework of different token properties, drivers, and barriers for adoption based on literature and expert interviews and present eight archetypical cases derived from an analysis of 129 ventures. This work provides strategic guidance in a token economy and a starting point for future research of viable applications.

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Business Ecosystems are dynamic structures of interdependent actors who co-create value. Despite high interest, the networks remain poorly understood. Participants form partnerships to collaborate with each other, however, these partnerships are fragile. As a possible analytical lens for the success or failure of these partnerships, this study draws on cultural values. By combining value creation characteristics of business ecosystems with the available knowledge base of cultural values, the study develops an artifact which identifies ten crucial cultural values in business ecosystems. The construct functions as a compass of cultural values and helps organizations to anticipate potential issues and recalibrate accordingly. The artifact was developed in a consortium project following the design science research. The paper contributes to a better understanding of value creation and organizational culture in business ecosystems.

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Wearables are used to help motivate individuals to trade their unhealthful behaviors for beneficial ones, thereby preventing the diseases of affluence, which are caused by a sedentary lifestyle. However, inconclusive study results regarding the effectiveness of wearables raise questions about the outcomes of using wearables. Research on the topic paints an ambiguous picture regarding the support wearables offer users in performing beneficial health-related behaviors, leaving the underlying mechanisms of wearable use and its outcomes unexplained. We seek to fill this gap in the literature by means of a critical realist study based on thirty narrative interviews with long-term users of wearables. By identifying seven generative mechanisms that drive users’ interactions with wearables and the subsequent cognitive and behavioral outcomes of that use, we answer the research question concerning how and why users’ interactions with wearables can facilitate positive behavioral and cognitive outcomes. The study makes several contributions to theory and practice.

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Physical inactivity is a global public health problem that poses health risks to individuals and imposes financial burdens on already strained healthcare systems. Wearables that promote regular physical activity and a healthy diet bear great potential to meet these challenges and are increasingly integrated into the healthcare system. However, extant research shows ambivalent results regarding the effectiveness of wearables in improving users’ health behavior. Specifically important is understanding users’ systematic behavior change through wearables. Constructive digitalization of the healthcare system requires a deeper understanding of why some users change their behavior and others do not. Based on self-leadership theory and our analysis of narrative interviews with 50 long-term wearable users, we identify four wearable use patterns that bring about different behav- ioral outcomes: following, ignoring, combining, and self-leading. Our study contributes to self-leadership theory and research on individual health information systems and has practical implications for wearable and healthcare providers.

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Wearables provide great opportunities for improving personal health, but research challenges their capacity to evoke behavioral change effectively. Realizing the full potential of wearables requires a better understanding of users’ behavior change processes. Based on self-efficacy theory, we investigate how wearables influence users’ perceptions of their self-efficacy and subsequent health behavior. Using narrative interviews with twenty-five long-term wearable users, we show that wearables can have both positive and negative effects on users’ perceptions of their self-efficacy and that these perceptions are subject to internal and external contexts, which can positively or negatively affect users’ compliance. We also find that the internal context may have a compounding or neutralizing effect on self-efficacy, despite an adverse external context. Our study shows the contextual and transient nature of self-efficacy, thus contributing to self-efficacy theory and research on wearables and offering practical design implications.

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Business ecosystems are dynamic structures of various actors who co-create value. By combining complementary and substitute services, these actors create integrated offerings. This paper proposes a conceptual model which supports the analysis of ecosystems by de- composing the offering into distinct modules. Each mod- ule represents a beneficiary-provider duality with a specific value proposition and activities to be performed. It further describes, how different service modules con- tribute and may change the network-level purpose. The research follows design science and was facilitated in a consortium setup to integrate practitioners’ insights. The paper contributes by developing design principles for a service configuration model, identifying relevant activities to describe service creation, providing a logic to configure distinct services into a whole, and introducing the concept of substitutes into the discussion.

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The use of persuasive technologies to improve users’ personal health outcomes are becoming increasingly pervasive in the health context. While early research on persuasive technologies highlighted the technology’s individual and societal potential, recent empirical evidence has hinted about the adverse effects of their use. However, little is known about the causes of, experiences with, and coping reactions to these adverse effects. To fill this gap, we conduct an exploratory study of wearable technologies’ adverse effects on users based on twenty-five narrative interviews. Employing a technostress lens, we find two distinct patterns–control stress and validation stress–that show that users experience these adverse effects by revolving through a circular process of technostress and relying on various mechanisms to cope with it. We describe contributions to the literature and implications for research and practice.

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Wearables gelten als Hoffnungsträger der heutigen Zeit: Sie sollen die individuelle Gesundheit von Nutzern verbessern, dadurch die Gesundheitskosten senken und die gesellschaftliche Wohlfahrt erhöhen. Doch wie steht es wirklich um die Potenziale von Wearables? Dieser Beitrag gibt Einblick in Nutzung und Auswirkungen von Wearables und zeigt Implikationen für den Einsatz im betrieblichen Gesundheitsmanagement auf.

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