Search
Generic filters
Exact matches only
Filter by content type
Users
Attachments

Publikations-Übersicht

Die Verbindung von menschlicher und künstlicher Intelligenz, die wir hybride Intelligenz (HI) nennen, soll Mitarbeitende im IT-Support entlasten und unterstützen. In diesem Beitrag gestalten wir nutzungszentriert eine HI-basierte Dienstleistung am Beispiel des IT-Supports. Wir beginnen mit einer Problemidentifizierung am Beispiel von drei unterschiedlich groß aufgestellten Unternehmen. Basierend auf diesen identifizierten Herausforderungen des IT-Supports wurden die Interaktionen während der Dienstleistungserbringung zwischen allen Beteiligten (Mitarbeitende, Kund:innen und System) nutzungszentriert neu gestaltet.

Mehr
While digital transformation as a research phenomenon per se gains acceptance in both practice and academia, its precise conceptualization and theoretical underpinnings are discussed. To address these gaps, we propose a critical realist view on Digital Transformation. Building on a literature review on generative mechanisms in digital transformation studies, we show how the concept of generative mechanisms is used and what types of generative mechanisms are adopted. Based on our findings, we propose a research agenda that encourages further studies on digital transformation, taking a critical realist stance. Thus, we put forward ways of applying critical realism to digital transformation studies and show how critical realism can advance research through its ability for multi-level analysis and its unique understanding of change and transformation.

Mehr
Volatility, uncertainty, ambiguity, and complexity (VUCA) are drivers in today’s business world. Therefore, an increasing number of organizations implement agility (agile methods) to cope with the rapid and accelerating change. However, these agile transformations do not succeed unhindered, and some fail. One reason for that is the employees lacking an agile mindset and they do not support or participate in the transformation. So far, knowledge of the agile mindset is in its infancy. A conceptualization for developing a measuring instrument on the individual level is lacking. Furthermore, the relevance of the agile mindset regarding organizational performance in a VUCA world is still unclear. Our study aims to close this gap. To do so, we examine the agile mindset with 15 qualitative interviews and conduct an online survey (N=449) to predict organizational agility and organizational performance based on the agile mindset. As for results, we conceptualize the agile mindset as an attitude that comprises four dimensions: ’learning spirit’, ‘collaborative exchange’, ‘empowered self-guiding’, and ‘iterative value creation’. We have found an indirect effect of the agile mindset affecting organizational performance towards organizational agility. These findings contribute to the agility and management research by providing both a conceptualization and a measuring instrument for the agile mindset. Furthermore, the agile mindset´s relevance in agile transformation is explained and its relation to organizational performance outlined. For successful agile transformation, executives must focus on the agile mindset of their employees and foster this by e.g. being a role model.

Mehr
We present an annotation approach to capturing emotional and cognitive empathy in student-written peer reviews on business models in German. We propose an annotation scheme that allows us to model emotional and cognitive empathy scores based on three types of review components. Also, we conducted an annotation study with three annotators based on 92 student essays to evaluate our annotation scheme. The obtained inter-rater agreement of α = 0.79 for the components and the π = 0.41 for the empathy scores indicate that the proposed annotation scheme successfully guides annotators to a substantial to moderate agreement. Moreover, we trained predictive models to detect the annotated empathy structures and embedded them in an adaptive writing support system for students to receive individual empathy feedback independent of an instructor, time, and location. We evaluated our tool in a peer learning exercise with 58 students and found promising results for perceived empathy skill learning, perceived feedback accuracy, and intention to use. Finally, we present our freely available corpus of 500 empathy-annotated, student-written peer reviews on business models and our annotation guidelines to encourage future research on the design and development of empathy support systems.

Mehr
Im Rahmen einer Lehrveranstaltung des Masters in Business Innovation im Frühjahr 2021 gelang es, ohne vertiefte Kenntnisse der Bäckereibranche durch Verwendung bereits vorhandener Daten und durch Nutzung von Methoden der Statistik und der Künstlichen Intelligenz die Verkaufsprognosen der Filialleiterinnen und Filialleiter zu übertreffen und die Verkäufe des folgenden Tags mit einer Abweichung von ca. 13% bis 14% vorherzusagen. Diese unerwartet guten Ergebnisse lassen den Schluss zu, dass der Einsatz von Methoden der Statistik und der Künstlicher Intelligenz auch in KMUs wie Bäckereien in Zukunft wettbewerbsrelevant sein wird. Wenn es gelänge, die Prognosequalität zu verbessern, wäre in Bäckereien Nutzen in zwei Richtungen zu erwarten: Der unternehmerische Erfolg kann gesteigert und der Foodwaste reduziert werden. Allerdings bräuchte es mehr und bessere Daten, weiteren Austausch mit Experten der Domäne sowie geeignete Apps, um datengetriebene Prognosen in den Bäckereien zu implementieren.

Mehr
Argumentation is an omnipresent foundation of our daily communication and thinking. The ability to form convincing arguments is not only the fundament for persuading an audience of novel ideas but also plays a major role in strategic decision-making, negotiation, and productive civil discourse. However, students often struggle to develop argumentation skills due to a lack of individual and instant feedback in their learning journey, since providing feedback on the individual argumentation skills of learners is very time consuming and not scalable if conducted manually by educators. Following a design science research approach, we propose a new class of argumentation learning systems that provide students with individual and ongoing tutoring to support them in learning how to argue. We build our socio-technical design on a combination of user-centered design principles, a conceptualization of argumentation structures in student-written text, and Natural Language Processing and Machine Learning classifiers to provide individual feedback. To investigate if the new system class of AI-based argumentation tutoring systems helps students to improve their argumentation skills, we evaluated the novel artifact class in two empirical studies in comparison to traditional argumentation learning systems. In a laboratory experiment (study 1), as well as in a field experiment in a large-scale lecture over three months (study 2), we found that AI-based argumentation tutoring systems based on our design principles, argumentation schemes, and algorithms improve the short- and long-term argumentation skills of students significantly compared to the traditional argumentation learning approaches.

Mehr
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.

Mehr
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.

Mehr
get_appSarah Oeste-Reiß, Eva Bittner, Izabel Cvetkovic, Andreas Günther, Jan Marco Leimeister, Lucas Memmert, Anja Ott, Bernhard Sick, Kathrin Wolter
Wissenschaftlicher Artikel
Aufgrund der Fortschritte im Bereich der künstlichen Intelligenz (KI) ergeben sich neue Gestaltungsmöglichkeiten zur Reorganisation von Wissensarbeit an der Schnittstelle von Menschen und Maschine. Durch die Verschmelzung von menschlicher und künstlicher Intelligenz können komplementäre Stärken zum Lösen von Arbeitsaufgaben gebündelt werden. Neuartige Wissensarbeitssysteme sind erforderlich, die Wissensarbeitende sowohl bei der Ausübung von Routineaufgaben als auch Nichtroutineaufgaben unterstützen. Der Schlagwortartikel umreißt die Grundlagen von Wissensarbeit und arbeitet die Charakteristika von Routineaufgaben und Nichtroutineaufgaben innerhalb von Arbeitsprozessen auf. Es werden Grenzen klassischer IT-gestützter Wissensarbeitssysteme als Werkzeuge umrissen, die Wissensarbeitende im Arbeitsprozess unterstützen. Aufbauend darauf diskutiert der Artikel, dass technologische Fortschritte eine arbeitsprozessintegrierte und personalisierte Unterstützung von Wissensarbeitenden erlauben. Dazu verweist der Artikel auf die Charakteristika von kollaborativ interaktiv lernenden Systemen. Darauf aufbauend werden Hybride Wissensarbeitssysteme vorgestellt, die sowohl das KI-unterstützte menschliche Lernen als auch das Mensch-unterstützte maschinelle Lernen unterstützen. In diesem Zusammenhang beschreibt der Artikel definitorische Grundlagen von menschlicher, künstlicher und hybrider Intelligenz, stellt drei Archetypen von Mensch-Maschine-Aufgaben innerhalb von hybriden Wissensarbeitssystemen vor und umreißt drei Gestaltungsdimensionen solcher Systeme. Mittels eines Praxisbeispiels zum kollaborativen Schreiben von Journalist*innen beschreibt der Artikel exemplarisch die hybride Wissensarbeit. Der Artikel schließt mit einem Ausblick auf zukünftige Forschungsbedarfe.

Mehr
Gendered voice based on pitch is a prevalent design element in many contemporary Voice Assistants (VAs) but has shown to strengthen harmful stereotypes. Interestingly, there is a dearth of research that systematically analyses user perceptions of different voice genders in VAs. This study investigates gender-stereotyping across two different tasks by analyzing the influence of pitch (low, high) and gender (women, men) on stereotypical trait ascription and trust formation in an exploratory online experiment with 234 participants. Additionally, we deploy a gender-ambiguous voice to compare against gendered voices. Our findings indicate that implicit stereotyping occurs for VAs. Moreover, we can show that there are no significant differences in trust formed towards a gender-ambiguous voice versus gendered voices, which highlights their potential for commercial usage.

Mehr
Bürgerbeteiligung war und ist wichtig – insbesondere in Zeiten von Covid-19. Dabei bedarf es einer sinnvollen Kombination und einer guten Verzahnung von digitalen und analogen Angeboten, wobei insbesondere im Kontext von Covid-19 die Frage bezüglich digitaler Bürgerbeteiligung im Raum steht: Wenn nicht jetzt, wann dann? Wir sprechen uns für Formen digitaler Bürgerbeteiligung aus, die bestehende Formen nicht ersetzen, sondern synergetisch ergänzen. Um dies zu tun, zeigen wir in diesem Beitrag auf, wie das Konzept des Government-as-a-Platform hierbei zu verstehen ist und helfen kann. Außerdem beschreiben wir Konzeption, Entwicklung und Integration einer digitalen Bürgerbeteiligungsplattform, die sich unter anderem durch die Verzahnung von Top-down- und Bottom-up-Elementen wie auch durch Transparenz der Plattform-Prozesse auszeichnet. Bürger*innen werden dabei als Expert*innen ihres Alltags gesehen und dazu empowert, durch eigene Projektvorschläge ihre Stadt proaktiv mitzugestalten.

Mehr
At Rock your Thesis, we are on the mission to improve the user experience of thesis writing. We believe that thesis writing should be about learning and problem-solving, rather than fiddling with formatting and citation styles and spending hours searching the right sources. Therefore, we have developed and founded www.rockyourthesis.com: an all-in-one platform that bundles common and unique tools that improve the thesis writing journey of bachelor-, master-, and doctoral students. 100% academically compliant! Rock your Thesis is part of the HSG Entrepreneurial Talents Program!

Mehr
Several authors have illustrated the benefits of data in organizations. For realizing benefits, we see two major challenges for organizations. First, there are necessary investments, which have to be justified. Second, adequate data analytics competencies can be seen as enablers for realizing benefits. We aim to support organizations by showing relevant competencies and achievable business values. We present theoretical propositions and a research agenda on how to move the field of data analytics competencies forward.

Mehr
This paper introduces a framework for managing bias in machine learning (ML) projects. When ML-capabilities are used for decision making, they frequently affect the lives of many people. However, bias can lead to low model performance and misguided business decisions, resulting in fatal financial, social, and reputational impacts. This framework provides an overview of potential biases and corresponding mitigation methods for each phase of the well-established process model CRISP-DM. Eight distinct types of biases and 25 mitigation methods were identified through a literature review and allocated to six phases of the reference model in a synthesized way. Furthermore, some biases are mitigated in different phases as they occur. Our framework helps to create clarity in these multiple relationships, thus assisting project managers in avoiding biased ML-outcomes.

Mehr
Dieser Artikel zeigt die zunehmende Relevanz von Business-to-Business-Online-Marktplätzen sowie deren Funktionsweise auf. Anschließend werden Designprinzipien vorgestellt, welche Unternehmen bei der Entwicklung eigener Business-to-Business-Online-Marktplätze auf strategischer Ebene unterstützen sollen. Die Designprinzipien wurden auf Basis einer Literaturrecherche und mehrerer Experteninterviews aufgestellt.

Mehr
Artificial Intelligence (AI) provides organizations with vast opportunities of deploying AI for competitive advantage such as improving processes, and creating new or enriched products and services. However, the failure rate of projects on implementing AI in organizations is still high, and prevents organizations from fully seizing the potential that AI exhibits. To contribute to closing this gap, we seize the unique opportunity to gain insights from five organizational cases. In particular, we empirically investigate how the unique characteristics of AI – i.e. experimental character, context sensitivity, black box character, and learning requirements – induce challenges into project management, and how these challenges are addressed in organizational (socio-technical) contexts. This shall provide researchers with an empirical and conceptual foundation for investigating the cause-effect relationships between the characteristics of AI, project management, and organizational change. Practitioners can benchmark their own practices against the insights to increase the success rates of future AI implementations.

Mehr
The ever-increasing complexity of the music industry and the intensified resentment of artists towards collecting societies call for a transformation and a change of behavior within the music ecosystem. This article introduces a hybrid intelligence system, that ameliorates the current situation by combining the intelligence of humans and machines. This study proposes design requirements for hybrid intelligence systems in the music industry. Using a design science research approach, we identify design requirements both inductively from expert interviews and deductively from theory and present a first prototypical instantiation of a respective hybrid intelligence system. Overall, this shall enrich the body of knowledge of hybrid intelligence research by transferring its concepts into a new context. Furthermore, the identified design requirements shall serve as a foundation for researchers and practitioners to further explore and design hybrid intelligence in the music industry and beyond.

Mehr
Dienstleistungsunternehmen mit dem Fokus auf die Unterstützung von Menschen (HCSSs) streben nach Dienstleistungsinnovationen (SIs), die durch Informations- und Kommunikationstechnologie ermöglicht sind, um Kostendruck und begrenzte Ressourcen zu minimieren und ihr Geschäft voranzutreiben. Das Ergebnis der SI ist ein überarbeitetes Dienstleistungskonzept, das die Möglichkeit bietet, die Wertschöpfung der Dienstleistungen zu verbessern. In der Realität kommt der erwartete Nutzen dieser SI nie zum Tragen, weil das integrierte Design des Dienstleistungsgeschäfts nicht ausreichend berücksichtigt wurde. Die Integration von Dienstleistungsgestaltung und der Geschäftsmodellgestaltung ist entscheidend für die erfolgreiche Implementierung von SI. Ziel dieser Dissertation ist es, Designwissen zu entwickeln, das ein integriertes Dienstleistungsgeschäftsdesign für HCSS enthält und so die Vorteile von SI ermöglicht. Um das Design des Dienstleistungsgeschäfts für HCSSs zu verbessern, enthält die Dissertation einen Zwei-Phasen-Forschungsansatz. In der ersten Phase wird eine systematische Literaturrecherche über technisch gestützte SI in HCSSs durchgeführt, um die spezifischen Merkmale des Feldes zu untersuchen. Auf Basis dieses Wissens werden spezifische SI-Praktiken analysiert, um zu zeigen, was das Design des Dienstleistungsgeschäfts ausmacht. In der zweiten Phase wird dieses Wissen genutzt, um Designanforderungen und Designprinzipien als Designartefakt für die Innovation von HCSSs mit Informations- und Kommunikationstechnologie zu entwickeln. Dieses Designwissen wird in einer realen Umgebung evaluiert, die auf die Entwicklung und Einführung von HCSSs abzielt. Das entwickelte Wissen bietet theoretische Beiträge und praktische Implikationen. Die Ergebnisse erweitern das Wissen über SI, indem sie den Stand der Forschung zusammenfassen und den SI-Prozess mit Schwerpunkt auf Technik detaillieren. Dieses SI-Wissen vermittelt ein Verständnis für die verschiedenen Rollen und Aktivitäten des Dienstleistungs- und Geschäftsmodelldesigns. Weiterhin liefern die Ergebnisse eine theoretische Grundlage für das Design von Dienstleistungsunternehmen. Diese Grundlage umfasst eine neuartige Kombination von Wertschöpfung und Werterfassung durch die Integration verschiedener Designansätze und die Detaillierung bestehender Designpraktiken. Die Ergebnisse liefern weiterhin die theoretische Grundlage für die Forschung über HCSS und die Konzepte für deren systematisches Design. Die spezifizierten Merkmale ermöglichen somit ein besseres Verständnis der Dienstleister von Strukturen, Prozessen und Geschäftslogik in HCSSs.

Mehr
get_appSacha Fuchs, Roman Rietsche, Stephan Aier, Michael Rivera
Konferenzbeitrag
More and more employees request feedback from their organizations to develop and learn. This is reflected by a growing number of digital feedback apps which facilitate high-frequency feedback exchange. However, the effect of feedback has hardly been studied on an organizational level due to complexity. Therefore, we strive to analyze organizational feedback exchange with an agent-based simulation model. Concretely, we study the effect of feedback length and feedback frequency on the organizational return on investment (ROI) of feedback exchange. Our study shows that feedback length stays in an inverted U-shape relationship with ROI. Contrarily, feedback frequency is negatively correlated with ROI. When analyzed jointly, two sweet spots arise: one for medium-length, frequent feedback, and the other, for longer infrequent feedback.

Mehr
Digitale Technologien, wie das Cloud Computing, elektronische Plattformen und die künstliche Intelligenz, ermöglichen die Verbesserung bestehender sowie die Innovation völlig neuer Produkte und Dienstleistungen in der Sportindustrie. Beispielsweise sind Over-the-top-Mediendienste wie DAZN oder Amazons Sport-Streaming-Initiative digitale Technologien, die eine massive Veränderung der Fernsehgewohnheiten von Sportfans fördern. Während die Digitalisierung der Sportindustrie viele Vorteile mit sich bringt, stellen digitale Technologien die Stakeholder der Sportindustrie in der Praxis häufig aber auch vor große Herausforderungen: Erstens haben sie aufgrund mangelnden Know-hows und fehlender Ressourcen Mühe, die positiven Auswirkungen der digitalen Technologien zu verstehen und auszuschöpfen. Zweitens erleichtern digitale Technologien die Integration neuer Akteure, die der Sportindustrie fortschrittliche Ressourcen, Fähigkeiten und Kompetenzen zur Verfügung stellen. Dadurch verändert sich die Wettbewerbsdynamik und der Wettbewerb wird erhöht. Aus akademischer Sicht bietet diese fortschreitende Digitalisierung der Sportindustrie einzigartige Möglichkeiten, um Phänomene, die im Zusammenhang mit der Digitalisierung auftreten und in üblichen Geschäftskontexten nicht leicht zu beobachten sind, zu analysieren. Daher haben Xiao et al. (2017) eine Forschungsagenda für die Information-Systems(IS)-Disziplin aufgestellt zum Thema warum und wieso wir die Digitalisierung in der Sportindustrie untersuchen sollten. Die vorliegende kumulative Dissertation umfasst fünf Publikationen (I – V), die sich mit aus der Praxis abgeleiteten Problemen befassen und aufzeigen, wie digitale Technologien in der Sportindustrie angewendet werden können. Publikation I untersucht den aktuellen Stand der Forschung zu digitalen Technologien in der Sportindustrie in der IS-Disziplin mittels einer konzeptgetriebenen Literaturrecherche. Auf der Grundlage dieser ersten Ergebnisse wendet Publikation II Data-Mining-Techniken und eine Sentimentanalyse an, um den Einfluss von Social Media auf die Leistungen von Sportlern zu untersuchen. In Publikation III werden state-of-the-art Data-Mining- und Natural-Language-Processing-Techniken angewandt, um die Weisheit einer Online-Community von Sporttippern zu extrahieren. In Publikation IV wird untersucht, wie Sportorganisationen Social Media nutzen können, um das internationale Fan-Engagement zu verbessern. Publikation V zeigt, wie ein webbasiertes Informationstechnologie(IT)-Tool Sportorganisationen bei der automatisierten Analyse und Bearbeitung von Kooperationsanfragen unterstützt.

Mehr
Many incumbent firms have set up Digital Innovation Units - dedicated organizational units tasked with exploring and developing new digital services, products, and business models - to cope with new competitors in the market and successfully develop digital innovations. While attention for those Digital Innovation Units is increasing, actual evidence of their performance and success is rare. Addressing this gap, our study investigates factors that hinder or enable performance measurement systems from reducing information asymmetries between members of the Digital Innovation Unit and the representatives of the mother firm. Based on 21 exploratory interviews with both sides, we propose a framework showing three barriers (Exploratory Goal Setting, Outcome Uncertainty and Assessment Misfit) and three enablers (High Autonomy, Transparency & Involvement, Soft Factor Recognition) for the use of Performance Measurement Systems in Digital Innovation Units. Our findings contribute to expanding knowledge on how to measure digital innovation efforts and to assess the performance of Digital Innovation Units. Thus, our framework provides valuable insights into the design of Performance Measurement Systems and serves as a robust foundation to develop new ways of assessing performance in such explorative contexts.

Mehr
Digital transformation is establishing itself as a strategic imperative for firms to stay competitive in a digitally disrupted and constantly changing business world. Prior research indicates the connection between a firm’s responsiveness to external changes - its dynamic capabilities - and its digital maturity, both enhancing its competitive advantage. This study empirically investigates this relationship by comparing 51 German utility firms via an online survey sent to C-level representatives involved in digital transformation activities. The results show a significant positive effect of dynamic capabilities on digital maturity, and of both concepts on competitive advantage, with digital maturity mediating the performance effects of dynamic capabilities. The study contributes to the body of empirical research on digital transformation by emphasizing the importance of dynamic capabilities and digital maturity for firms seeking to increase their competitive advantage.

Mehr
Mobile health, or mHealth, solutions offer great potential in the area of self-monitoring of chronic conditions, where most of the day-to-day management of the condition is done at home by the patient or their caregivers. Narcolepsy is a chronic sleep condition caused by an orexin deficiency in the brain resulting in its inability to regulate sleep cycles, causing poor quality sleep during the day and problems with wakefulness during the day. This paper set out to investigate whether Habitual, an app for tracking symptoms, daily habits and medication adherence for people with narcolepsy could increase their sense of empowerment. Ten participants were asked to test the app during a period of 30 days, after which they were asked to answer a survey to investigate whether their perception of their empowerment towards the management of narcolepsy had changed. Although using the app for only 30 days provides a very limited understanding of the impact of Habitual, this study shows positive indication for future mHealth solutions for the management of narcolepsy. Future studies should test the openness to using an app for the management of narcolepsy with a wider cohort.

Mehr
In this study, we first derive design principles for mHealth application development for rural parts of developing countries based on scientific literature and field studies. The design principles are then instantiated in a design science project focused on treating non-communicable diseases (NCDs) in rural parts of Kenya. Designing and implementing mobile health (mHealth) applications is a difficult task, and even more so when done in application domains such as rural parts of developing countries or low-resource communities. The resulting mHealth application assists community health workers (CHWs) in the recording of diabetic and hypertensive patients’ vitals measurements. Additionally, in-person disease support communities for the patients and CHWs were formed, enhanced by an SMS-based community messaging feature to assist in increasing health-seeking behavior. The study’s contribution is both the development of a functioning mobile application and collaborative socio-technical support community for patients, as well as the development and instantiation of design principles for designing mHealth applications for rural parts of developing countries.

Mehr
Recent developments of novel in-vehicle interventions show the potential to transform the otherwise routine and mundane task of commuting into opportunities to improve the drivers' health and well-being. Prior research has explored the effectiveness of various in-vehicle interventions and has identified moments in which drivers could be interruptible to interventions. All the previous studies, however, were conducted in either simulated or constrained real-world driving scenarios on a pre-determined route. In this paper, we take a step forward and evaluate when drivers interact with in-vehicle interventions in unconstrained free-living conditions. To this end, we conducted a two-month longitudinal study with 10 participants, in which each participant was provided with a study car for their daily driving needs. We delivered two in-vehicle interventions - each aimed at improving affective well-being - and simultaneously recorded the participants' driving behavior. In our analysis, we found that several pre-trip characteristics (like trip length, traffic flow, and vehicle occupancy) and the pre-trip affective state of the participants had significant associations with whether the participants started an intervention or canceled a started intervention. Next, we found that several in-the-moment driving characteristics (like current road type, past average speed, and future brake behavior) showed significant associations with drivers' responsiveness to the intervention. Further, we identified several driving behaviors that "negated" the effectiveness of interventions and highlight the potential of using such "negative" driving characteristics to better inform intervention delivery. Finally, we compared trips with and without intervention and found that both interventions employed in our study did not have a negative effect on driving behavior. Based on our analyses, we provide solid recommendations on how to deliver interventions to maximize responsiveness and effectiveness and minimize the burden on the drivers.

Mehr
Open innovation contests that display all submitted ideas to participants are a popular way for firms to generate ideas. In such contest-based ideation, the authors show that seeing numerous competitive ideas of others harms, rather than stimulates, creative performance (Study 1). Others’ competitive prior ideas interfere with idea generation, as new ideas need to be dif�ferentiated from the preceding ones to be original. Exposure to an increasing number of prior ideas thus heightens individuals’ perceived constraints of expressing ideas and harms creative performance (Studies 2 and 3). Furthermore, creative performance monotonically reduces with an increasing number of prior ideas (Study 4). A final study demonstrates that showing only a limited number of ideas as well as grouping prior ideas offer actionable ways to reduce prior ideas’ harmful influence (Study 5). These results illustrate viable ways to improve contest-based ideation outcomes merely by changing how competitive prior ideas are presented.

Mehr
Die Digitalisierung verändert nicht nur unser privates, sondern auch unser Arbeitsleben. Immer mehr Daten über Individuen sind online verfügbar und werden für die Nutzung von bestimmten Online Services vorausgesetzt. Hierbei verlieren die Nutzenden oft den Überblick, wie und welche Daten sie von sich preisgeben. Dies birgt nicht nur das Risiko der Preisgabe von privaten Daten, sondern auch unternehmensseitig das Risiko, dass wichtige Daten außerhalb des Unternehmens veröffentlicht werden. Hier kann das Konzept des digitalen Nudgings angewandt werden, welches nunmehr auch als edukatives Privacy Nudging genutzt werden kann. Das Konzept bezweckt, Individuen durch bestimmte Elemente wie beispielsweise Defaults zu Verhaltensänderungen anzuregen. Dieser Beitrag hat zum Ziel, einen Überblick darüber zu geben, welche Privacy Nudges es im edukativen Bereich gibt und wie diese mit verschiedenen Lerntheorien in Einklang gebracht werden können. Der Text soll Forschern und Praktikern eine Orientierung geben, selbst edukative Privacy Nudges zu gestalten und endet mit einem Fallbeispiel, das aufzeigt wie einfache Gestaltungsänderungen Individuen dazu anregen können, sich privatheitsfreundlicher zu verhalten und sorgsamer mit ihren privaten Daten umzugehen.

Mehr
As more and more business processes are based on IT services the high availability of these processes is dependent on the IT-Support. Thus, making the IT-Support a critical success factor of companies. This paper presents how this department can be supported by providing the staff with domain-specific and high-quality solution material to help employees faster when errors occur. The solution material is based on previously solved tickets because these contain precise domain-specific solutions narrowed down to e.g., specific versions and configurations of hard-/software used in the company. To retrieve the solution material ontologies are used that contain the domain-specific vocabulary needed. Because not all previously solved tickets contain high-quality solution material that helps the staff to fix issues the designed IT-Support system separates lowfrom high-quality solution material. This paper presents (a) theory- and practicalmotivated design requirements that describe the need for automatically retrieved solution material, (b) develops two major design principles to retrieve domainspecific and high-quality solution material, and (c) evaluates the instantiations of them as a prototype with organic real-world data. The results show that previously solved tickets of a company can be pre-processed and retrieved to ITSupport staff based on their current queries.

Mehr
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.

Mehr
The increasing number of mental disorders worldwide calls for novel types of prevention measures. Given the number of commuters who spend a substantial amount of time on the road, the car offers an opportune environment. This paper presents the first in-vehicle intervention study affecting mental health and well-being on public roads. We designed and implemented two in-vehicle interventions based on proven psychotherapy interventions. Whereas the first intervention uses mindfulness exercises while driving, the second intervention induces positive emotions through music. Ten ordinary and healthy commuters completed 313 of these interventions on their daily drives over two months. We collected drivers’ immediate and post-driving feedback for each intervention and conducted interviews with the drivers after the end of the study. The results show that both interventions have improved drivers’ well-being. While the participants rated the music intervention very positively, the reception of the mindfulness intervention was more ambivalent.

Mehr
Platform ecosystems are complex ecologies of firms with individual competencies and collective objectives. The sustainable evolution of platform ecosystems is thereby contingent on taking advantage of the individual competencies of the ecosystem’s actors toward obtaining collective objectives. To learn more about platform ecosystem evolution and dynamics, we study Salesforce, a leading and thriving B2B platform ecosystem. We find that the ecosystem’s evolution was closely defined not only by the platform owner’s orchestrating initiatives, but also by its complementors’ and customers’ competencies and particularities. Specifically, we derive three distinct dimensions of evolution, namely the extension of the platform core technology, the extension of the platform’s functional scope, and the industry-specific specialization of the platform. We further identify three cross-dimension levers, namely proprietary developments, acquisitions, as well as partnerships and alliances, which were employed by the platform owner to drive its platform ecosystem’s evolution.

Mehr
Firms struggle to meet dynamically changing customers’ needs. One challenge is to navigate a complex search space to find resources needed for innovations that meet customers’ needs. Another challenge is to acquire the resources at lower costs than revenue opportunities to yield profitability. Digital platforms promise to address these challenges better than the market by providing search matching capabilities and modular, reusable resources. We examine whether platforms improve innovation performance and profitability of firms better than the market, as assumed. Using agent-based modeling and simulation, we find that firms perform better in the market when environmental complexity is low. As environmental complexity increases, firms start to perform better on the platform than in the market, specifically when the platform owner remarkably invests in search matching and modularity capabilities. The study advances our understanding of the environmental conditions under which platforms could be superior or inferior to the market.

Mehr
The success of projects is, amongst others, highly depended on the team members skillset and ability to collaborate. Hence, education has to undergo a change to keep up with the shift in the compositions of skills and knowledge needed for students. To overcome scalability issues, we propose to develop Timmy-a conversational agents (CAs) that acts as a team member. As there is a lack of concrete design knowledge concerning CAs as peers in teams, we conduct a design science research project. Based on requirements from scientific literature and expert interviews, we develop a concise set of design principles for designing CAs in peer roles in educational settings. Furthermore, we present an initial proof of concept evaluation. These insights will support researchers and practitioners to understand better how CAs can be systematically built to ameliorate the collaborative skill of students in teamwork settings.

Mehr
In Zeiten der Digitalisierung nimmt Informationstechnologie eine Schlüsselrolle im Modernisierungsprozess von Unternehmen ein. Zugleich bringt die Softwareeinführung das Risiko mit sich, den intendierten Nutzen nicht zu realisieren. Durch eine Dienstleistungssystem-Perspektive erscheint die Einbindung der Nutzer in die Softwareeinführung ein vielversprechender Ansatz. Das Ziel des Projektes ExTEND – Engineering von Dienstleistungssystemen für nutzergenerierte Dienstleistungen ist es daher, Nutzer in die Softwareeinführung nach dem Leitbild „Dienstleistungen von Nutzern für Nutzer“ zu befähigen, aktiv einen Beitrag zu der Gestaltung der Arbeitsumgebung zu leisten. Hieraus resultieren IT-gestützte Servicebausteine, in denen Nutzer sich gegenseitige Hilfestellungen geben und Handlungsalternativen in der Softwareeinführung aufzeigen. Durch ein Pilotierungsvorgehen werden die Servicebausteine in drei Anwendungsfeldern entwickelt und pilotiert. Hieraus resultiert evidenzbasiertes Gestaltungswissen für die Entwicklung von nutzergenerierten Dienstleistungen. Darüber hinaus wird ein Mehrebenenmodell für die Gestaltung von Dienstleistungssystemen vorgestellt, welches die Entwicklung von Dienstleistungssystemen unterstützt und über traditionelle Ansätze des Service Engineerings hinausgeht.

Mehr
Distributed Ledger Technology (DLT) and Artificial Intelligence (AI) represent two potential disruptive technologies at the top of their hype cycle. Subsequently, questions arise what impact these technologies can have on future business models, especially for service-driven industries like the financial sector. While various assumptions in practice indicate a complementary usage of both DLT and AI to generate new value creation potentials, current literature and research remains scarce. To understand possible synergies for financial services, a segregated perspective on DLT or AI alone is not enough. Therefore, the main objective of this paper is to gain first insights how specific elements of these technologies can be mutually implemented and combined for a potential technological convergence on basis of an end-to-end lending reference process. Building upon the existing body of knowledge and based on Design Science Research, an instantiation of the re-designed process has been created in three iterative cycles. The process prototype demonstrates that DLT and AI are complementary technologies and mostly do not compete against each other with a focus on subsequent synergies. Finally, a comparative overview of the impact on the respective sub-processes has been elaborated to conduct principles for the design and development of future distributed-ledger-based AI applications.

Mehr
In today’s rapidly changing markets, manufacturing firms are increasingly challenged by the convergence of digital technologies and servitization, which is defined as Digital Servitization. Enterprises struggle to grasp this phenomenon’s vision, constantly facing pressures to obtain and retain competitive advantage, inventing and reinventing new products and services, reducing costs and time to market, and enhancing quality at the same time. They need to define improvement actions to be taken to navigate through the transformation process and prioritize between different activities. Prior research has highlighted the importance of how to proceed into this transformation, however less emphasis has been put on suggesting suitable activities that fit the organization’s current status and future goals. To overcome this challenge, we propose a maturity model for digital servitization that serves as an assessment tool. Based on a literature review and qualitative expert interviews, this study proposes a maturity model that allows a holistic view on the areas affected by digital servitization. The model consists of four dimensions, strategy, business processes, customer experience, organization and culture that consist of a requirements list with 13 indicators. The contribution of this study enables practitioners to diagnose and assess their activities with the digital servitization transformation.

Mehr
This paper is a call for a discipline Life Engineering. For more than fifty years, Business Engineering (initially referred to as systems analysis) has been concerned with the use of information technology for the benefit of companies and other organizations, for example through electronic markets. In the past twenty years, machine intelligence has increasingly changed human life, while science offers little help in controlling change for the good of mankind.

Mehr
The ongoing discussion of the Agile Work Organization (AO) in research and practice permeates a multitude of research areas. However, no clear conceptualization of the AO has been provided. In this paper, we conduct a Systematic Literature Review to investigate what constitutes and defines the AO. The SLR reveals three dimensions in the research field of the AO: Strategic, Functional and Operative Agility. These dimensions define the AO through different unique capabilities by influencing and enhancing the overall goal of the AO in adaptation and flexibility. Building up on the insights from the review, we develop proposition which describe the interrelationship between the dimensions and towards the AO. Furthermore, implications for academia and practice as well as a research agenda are provided in order to trigger and guide further discussions and research surrounding the AO.

Mehr
Das Schaffen einer Omnichannel Experience ermöglicht Unternehmen auf die Bedürfnisse von Konsumenten und technologische Entwicklungen zu reagieren. Eine Omnichannel Experience erlaubt Konsumenten mit Unternehmen kanalübergreifend zu interagieren, nahtlos zwischen Kanälen zu wechseln und eine konsistente Experience zu haben. Zunehmend interagieren und treffen Konsumenten Entscheidungen im digitalen Umfeld, was häufig dazu führt, dass sie von der Menge an zugänglichen Informationen überwältigt und Entscheidungen fehleranfällig werden. Um dem entgegenzuwirken sind viele Unternehmen bemüht einen Omnichannel-Ansatz zu verfolgen, sodass Kanäle angemessen ausgerichtet, verknüpft und gestaltet sind. Oft haben Unternehmen jedoch Schwierigkeiten ihr Kanalmanagement zu einem Omnichannel-Ansatz zu transformieren, sodass eine Omnichannel Experience möglich wird. In der Information Systems-Forschung wird bisher wenig untersucht, wie Unternehmen dazu befähigt werden einen Omnichannel-Ansatz zu verfolgen oder Kanäle systematisch zu gestalten, sodass die Konsumenten unterstützt und letztlich die Omnichannel Experience verbessert wird. Um auf die Bedürfnisse der Konsumenten und technologische Besonderheiten reagieren zu können, müssen Unternehmen spezielle Fähigkeiten und Kenntnisse aufbauen, sodass zunehmend komplexere Customer Journeys handhabbar sind. Unter anderem ist ein tiefes Verständnis nötig, wie man Kanäle integriert, um Omnichannel Management zu etablieren, und wie man Digital Nudging für das Kanal-Design einsetzt, um das Entscheidungsverhalten zu unterstützen. Zwischen den in der Praxis implementierten Kanalmanagement-Ansätzen und der Vision von Omnichannel Management der Forschung, besteht eine Kluft. Die Forschung hat jedoch wenig unternommen, um zu beantworten, wie Unternehmen ihre Kanal-Ressourcen neu konfigurieren und ihre Kanäle integrieren können oder Digital Nudging für das Kanal-Design einzusetzen ist, um die Experience der Konsumenten zu verbessern. Daher sind viele Unternehmen weder in der Lage einen Omnichannel-Ansatz zu verfolgen noch eine zufriedenstellende Omnichannel Experience zu bieten. Um diese Forschungslücke zu schliessen, untersucht diese Dissertation wie Unternehmen Omnichannel Management etablieren können, um die Omnichannel Experience der Konsumenten zu verbessern. Im Detail befasst sich diese Dissertation, welche aus sechs Forschungsbeiträgen besteht, mit den Fokusthemen der Channel Integration und Digital Nudging, Forschungsbeitrag 1 legt den Stand der Omnichannel-Forschung dar. Forschungsbeiträge 2 und 3 ermitteln spezifische Fähigkeiten, notwendig für Omnichannel-Management. Forschungsbeitrag 4 initiiert die Diskussion zu Digital Nudging, wobei Forschungsbeitrag 5 die Digital Nudge Design Method einführt und Forschungsbeitrag 6 ethische Aspekte des Einsatzes von Digital Nudging diskutiert.

Mehr
Wissenschaftlicher Artikel
When the Swiss soft drink company Rivella was looking to launch new flavors in 2012, it used an open innovation platform to ask consumers for ideas and received 800 responses. As managers sorted through them, they noticed that one in particular—for a health-oriented ginger-flavored drink—appeared to be extremely popular. But on closer examination they saw that much of the buzz around it was coming from just a handful of participants who were working feverishly to elicit votes and comments. “It was a very small group of consumers who were rallying one another and generating a lot of noise,” says Silvan Brauen, who oversaw Rivella’s innovation pipeline. Despite the strong online feedback, the company concluded that the ginger flavor would flop in the market and abandoned the idea.

Mehr
Dieser Artikel zeigt anhand der Herleitung von vier Generationen von Mobile Business auf, wieso wir heute nicht mehr vom Mobile Worker,sondern vom Augmented Worker sprechen. Innovative Lösungen auf Basis mobiler Technologien für den Mitarbeiter sind spätestens seit der Geburt des iPhone 2007 in aller Munde. Heute spricht man eher von Augmented Reality, Internet der Dinge oder von einem Servicetechniker mit einer Hololens. Die Einführung einer neuen Technologie bringt nicht nur Anpassungen für den Mitarbeiter mit, sondern verlangt eine Transformation für das gesamte Unternehmen, weshalb ein gesamtheitlicher Blick auf die Veränderungen maßgebend den Erfolg bestimmt. Des Weiteren zeigen zwei Beispiele, wie ein Servicetechniker (Field Worker) und ein Wissensarbeiter (Knowledge Worker) mit innovativen Lösungen bei der Arbeit befähigt und unterstützt werden. Schließlich geht der Artikel auf drei Aspekte ein, die für die erfolgreiche Umsetzung solcher Projekte beachtet werden müssen: 1) Wieso die Identifizierung geeigneter Use Cases wichtig ist, 2) welche organisationale Agilität erforderlich ist und 3) wie die Mitarbeiter an neue Anwendungen herangeführt werden.

Mehr
Color is a complex visual and design element that can produce various emotional, psychological and physical outcomes that can be expressed through religious, cultural, political or social meanings. Past studies have confirmed that culture is an important and integral part of the decision-making process in which color appeal is a salient antecedent to behavioral intentions in culturally distinct countries. However, in the context of computer warning messages, we are lacking clear evidence of how color risk appropriateness (CRA) affects users’ decision-making processes. Supported by the color-in-context theory, our research investigates the color risk appropriateness impact on the perceived risk in two different cultures. We found that different colors behave differently in the specific warning banner context in which CRA is an important antecedent to users’ compliance. Overall, we advance current theoretical understanding on the color-risk dimension and its importance for the user’s decision-making processes.

Mehr