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Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research最新文献

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How Temporal Work Styles and Product Modularity Influence Software Quality and Job Satisfaction 时间工作风格和产品模块化如何影响软件质量和工作满意度
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2890608
Jens Förderer, T. Kude, Sunil Mithas, A. Heinzl
This paper investigates how two key outcomes in software development-software quality and job satisfaction of software developers-are influenced by product modularity and developers' temporal work style, i.e., the preferences for completing the bulk of work closer to the deadlines. We argue that high deadline orientation positively interacts with product modularity to influence software quality and job satisfaction of developers. An empirical test using a unique data set on more than 140 software developers working at a large global software vendor confirms our hypotheses. We contribute to the literature on software development by showing that software quality and job satisfaction can be increased by matching the fit between technological characteristics of the software product and people factors (i.e., the preferred temporal work style of developers). Our study has wider implications for literature on temporal work styles and product modularity and can be informative for practitioners who are tasked with hiring or allocating software developers for software products with varying modularity.
本文研究了软件开发中的两个关键结果——软件质量和软件开发人员的工作满意度——是如何受到产品模块化和开发人员的临时工作风格的影响的,即,更接近最后期限完成大量工作的偏好。我们认为高期限导向与产品模块化正向交互影响软件质量和开发人员的工作满意度。在一家大型全球软件供应商工作的140多名软件开发人员中,使用独特的数据集进行的实证测试证实了我们的假设。我们通过展示软件产品的技术特征和人员因素(例如,开发人员首选的临时工作风格)之间的匹配可以增加软件质量和工作满意度,从而为软件开发的文献做出贡献。我们的研究对时间工作风格和产品模块化的文献有更广泛的含义,并且可以为那些为具有不同模块化的软件产品雇佣或分配软件开发人员的实践者提供信息。
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引用次数: 2
From "Weight Loss Tips" to "Fastest Exercise to Get Abs": How Teens Search for Fitness Information Across Social Media Platforms 从“减肥小贴士”到“最快锻炼获得腹肌”:青少年如何在社交媒体平台上搜索健身信息
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2906196
K. M. Booth
This paper summarizes a poster which presents a segment of initial findings from a dissertation in progress entitled, Teens and Information Quality: An Intersectionality-Based Exploration of Youth and Their Information Behavior Surrounding Fitness Information and Social Media.
本文总结了一张海报,其中展示了一篇正在进行的论文的初步发现,题为“青少年和信息质量:基于交叉性的青少年及其围绕健身信息和社交媒体的信息行为探索”。
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引用次数: 1
Providers' Perceptions of the Impact of Weight Loss Apps on Users with Eating Disorders 供应商对减肥应用程序对饮食失调用户影响的看法
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2906194
E. Eikey
It is estimated that 30 million people in the United States have an eating disorder, and many more have unhealthy eating behaviors [5]. In addition to being psychological in nature, eating disorders are a social problem driven by the mass media promotion of the "thin ideal" [6]. More researchers have recognized the importance of studying technology on users' body image and eating behaviors [1, 4, 8, 9, 13]. Despite their popularity, few studies have considered the impact of health applications ("apps") for weight loss on users with disordered eating behaviors. To begin to address this understudied area, I consider eating disorder treatment providers' perceptions of these apps. Some researchers have urged providers to be aware of the existence, possibilities, dysfunctions, and impact of technology in relation to eating disorders [23, 110]. Yet few studies consider providers' perceptions of weight loss apps and how they think about them when diagnosing and treating eating disorder patients.
据估计,美国有3000万人患有饮食失调症,还有更多的人有不健康的饮食行为[5]。饮食失调除了本质上是心理问题外,也是大众媒体对“瘦身理想”的宣传所导致的社会问题[6]。越来越多的研究者认识到研究技术对用户身体形象和饮食行为的重要性[1,4,8,9,13]。尽管它们很受欢迎,但很少有研究考虑到减肥的健康应用程序(“应用程序”)对饮食行为紊乱的用户的影响。为了开始解决这个研究不足的领域,我考虑了饮食失调治疗提供者对这些应用程序的看法。一些研究人员敦促医疗服务提供者意识到技术与饮食失调有关的存在、可能性、功能障碍和影响[23,110]。然而,很少有研究考虑到供应商对减肥应用程序的看法,以及他们在诊断和治疗饮食失调患者时对这些应用程序的看法。
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引用次数: 7
Experienced Meaningfulness and Calling: Effects on IT Professionals' Retention Intention 体验意义与召唤:对IT专业人员留任意向的影响
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2890615
Christine Koh, D. Joseph
Research in the broader management and related fields have consistently highlighted the importance of calling and experienced meaningfulness of work on work outcomes. Interestingly, these concepts have made little in-roads into the field of IT research. In this paper, we propose that experienced meaningfulness and calling offer a new perspective to understand IT professionals' turnover and turnaway intentions. Drawing on extant theory, we hypothesize that experienced meaningfulness has a negative direct effect on both turnover and turnaway intentions. Calling, on the other hand, has a negative direct effect on turnaway intentions, but moderates the effect of experienced meaningfulness on turnover intentions. Results from our large-scale study showed support for the hypothesized relationships.
更广泛的管理和相关领域的研究一直强调工作的召唤和经验意义对工作成果的重要性。有趣的是,这些概念几乎没有进入IT研究领域。在本文中,我们提出经验意义和召唤提供了一个新的视角来理解IT专业人员的离职和转身意图。在现有理论的基础上,我们假设体验意义性对离职和转身意图都有负向的直接影响。另一方面,呼叫对离职倾向有负向的直接影响,但对体验意义性对离职倾向的影响有调节作用。我们大规模研究的结果支持了假设的关系。
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引用次数: 6
Encouraging Minority and Low-Income Girls to Pursue Computing through Inclusive Technology Camps 通过包容性技术营鼓励少数族裔和低收入女孩学习计算机
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2906195
Daniel J. Sherman
It is no secret that there exists a great disparity between the percentages of women compared to men in any computing-related field. Traditionally, women have composed 12 to 15% of undergraduate students enrolled in computer degree programs in North America (http://cra.org/resources/taulbee-survey/). From 2000-2014, the percentage of first-year undergraduate women interested in majoring in computing declined 7% (https://www.ncwit.org/resources/numbers). As of 2014, women represented only 26% of the computing workforce. Minority women represent even less. Further actions and research need to do be done to learn what will help inspire this population, and the population of low-income women, to pursue computing as a hobby and potential career. Quite a lot of focus has been paid in recent years on attracting more women to IT careers. There are multiple reasons why it would be beneficial to have greater gender diversity in the maledominated computing profession. For example, a team with a more diverse membership is found “to produce better solutions to problems than do homogenous teams” [4]. While this illustrates the importance of including more women in IT, it’s also important to draw women from different perspectives. These perspectives include (but are not limited to) minority and low-income women. The problem is, it appears that a large part of the research data we currently have regarding women in computing-related fields represents middle class white girls and women, or does not take race, class, and other demographics factors into account when drawing conclusions. A handful of studies have focused on computing “interventions,” or short camps, that introduce computing concepts in a fun and engaging way to a diverse group of girls [1][2][3][5][6]. Results of these efforts have not come to fruition quite yet; out of the women who earned computing related bachelors degrees in 2013, a combined total of 22% were African-American (11%), Hispanic (9%), American Indian/Alaskan Native (0%), and multi-racial,not Hispanic (2%) women (http://cra.org/resources/taulbee-survey/). More targeted efforts are needed on both local and national levels to encourage minority and low-income girls to pursue an interest in computing-related fields. One way of doing this is to provide role models to show how computing is feasible and fun. GoldieBlox, a girl-focused toy company, has created an African American and Latina girl action figure in hopes to encourage young girls to get excited about STEM (http://time.com/4098641/goldieblox-ad-ruby-rails-action-figure/). More research needs to be done to reveal whether there exists a difference in values between ethnicities and income levels, and how those differences could determine, for example, the methods we should use when designing intervention programs targeting girls from different demographic groups. The purpose of our research study is to expand upon the learnings obtained from the limited research that has been publis
众所周知,在任何与计算机相关的领域,女性和男性的比例都存在着巨大的差异。传统上,女性占北美计算机学位课程本科生的12%到15% (http://cra.org/resources/taulbee-survey/)。从2000年到2014年,对计算机专业感兴趣的大一女生比例下降了7% (https://www.ncwit.org/resources/numbers)。截至2014年,女性仅占计算机行业劳动力的26%。少数族裔女性的比例更低。进一步的行动和研究需要做,以了解什么将有助于激励这些人口,以及低收入妇女人口,追求计算机作为一种爱好和潜在的职业。近年来,吸引更多女性进入IT行业已经成为人们关注的焦点。在男性占主导地位的计算机行业中,有更多的性别多样性是有益的,原因有很多。例如,一个成员更多样化的团队被发现“比同质团队产生更好的问题解决方案”[4]。虽然这说明了让更多女性进入IT行业的重要性,但从不同角度吸引女性也很重要。这些观点包括(但不限于)少数族裔和低收入妇女。问题是,我们目前拥有的关于计算机相关领域女性的大部分研究数据似乎代表了中产阶级白人女孩和女性,或者在得出结论时没有考虑种族、阶级和其他人口统计学因素。一些研究集中在计算机“干预”或短营上,以有趣和吸引人的方式向不同的女孩群体介绍计算机概念[1][2][3][5][6]。这些努力的结果尚未完全取得成果;在2013年获得计算机相关学士学位的女性中,非裔美国人(11%)、西班牙裔(9%)、美洲印第安人/阿拉斯加原住民(0%)和多种族(非西班牙裔)女性(2%)(http://cra.org/resources/taulbee-survey/)占22%。需要在地方和国家两级作出更有针对性的努力,鼓励少数民族和低收入女孩追求对计算机相关领域的兴趣。这样做的一种方法是提供角色模型,以显示计算是如何可行和有趣的。GoldieBlox是一家以女孩为中心的玩具公司,它创造了一个非裔美国人和拉丁裔女孩的玩偶,希望鼓励年轻女孩对STEM产生兴趣(http://time.com/4098641/goldieblox-ad-ruby-rails-action-figure/)。需要做更多的研究来揭示种族和收入水平之间是否存在价值观差异,以及这些差异如何决定,例如,我们在设计针对不同人口群体的女孩的干预计划时应该使用的方法。我们研究的目的是扩展从有限的研究中获得的知识,这些研究已在这一领域发表,并加强在我们自己的大学所做的推广工作。我校目前为初高中女生举办1-2天的计算机夏令营。与该领域的大部分现有研究一样,我们过去的营地由住在校园附近(主要是郊区和农村城镇)的女孩组成,她们在种族、民族和经济需求方面也是同质的。尤其值得注意的是,相对于北美其他地区,我们的地理区域有大量的美洲原住民/阿拉斯加原住民人口。尽管人口众多,但我们并没有为我们的项目招募大量的女孩。通过与一个全国性的青少年课后和社区支持组织的当地分支机构合作,我们制定了一个项目,将我们的覆盖面扩大到一个地区的少数民族和低收入女孩,这些地区传统上没有出现在我们的营地入学人数中。多达30名初高中女生应邀参加了为期一天的有关不同计算机相关主题的研讨会。在研讨会期间,女孩们完成了一项调查,使我们能够衡量女孩对计算机相关活动的兴趣和经验。在当天的活动结束后,女孩们完成了一项评估活动,测试她们对当天所学知识的了解程度。我们在研讨会期间收集的信息将有助于深入了解如何有效地缩小计算机领域的性别差距,特别是针对少数族裔和低收入女孩。除了工作坊内容,我们的项目还包括在与目标人群合作时遇到的特殊情况下的额外支持[3]:·社区合作伙伴将协调营地教师和参加活动的女孩之间的沟通,包括根据需要征求父母的同意。 允许制作部分或全部作品的数字或硬拷贝供个人或课堂使用,但不收取任何费用,前提是制作或分发副本不是为了盈利或商业利益,并且副本在第一页上带有本通知和完整的引用。本作品的第三方组件的版权必须得到尊重。对于所有其他用途,请联系所有者/作者。版权由所有人/作者持有。SIGMIS-CPR '16, 2016年6月02-04日,美国弗吉尼亚州亚历山大市。ACM 978 - 1 - 4503 - 4203 - 2/16/06。http://dx.doi.org/10.1145/2890602.2906195
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引用次数: 0
Designing Games for Presence in Consumer Virtual Reality 在消费者虚拟现实中设计游戏
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2890626
Lewis Carter, L. Potter
With virtual reality technologies entering the consumer market this year, it is the task of those producing content for the virtual reality platform to ensure that users have an experience that lives up to expectations. Virtual reality comes with its own strengths and weaknesses, and these must be taken into account when designing applications to produce the best possible experience for interaction. This paper employs a qualitative case study to examine participants in sessions with a virtual reality game prototype utilizing the Oculus Rift. The game prototype was designed to investigate problem areas of virtual reality. Data was then analyzed through thematic analysis, and a preliminary set of game design heuristics specific to virtual reality were created. These heuristics are written so that virtual reality game designers can easily apply them.
随着虚拟现实技术今年进入消费市场,为虚拟现实平台制作内容的人的任务是确保用户获得符合预期的体验。虚拟现实有其自身的优点和缺点,在设计应用程序以产生最佳的交互体验时,必须考虑到这些缺点。本文采用定性案例研究来研究参与者使用Oculus Rift虚拟现实游戏原型的会议。设计游戏原型是为了研究虚拟现实的问题领域。然后通过主题分析对数据进行分析,并创建了一套针对虚拟现实的初步游戏设计启发式。编写这些启发式方法是为了让虚拟现实游戏设计师能够轻松地应用它们。
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引用次数: 5
The Sharing Economy: Studying Technology-Mediated Social Movements 共享经济:研究技术介导的社会运动
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2890609
Jonathan P. Allen
The sharing economy is a term used to describe an IT-fueled, rapidly growing social movement around collaborative consumption. This movement has the potential to significantly affect economic opportunity and broader culture. In this research- in-progress paper, we pose as a key question: how does technology mediation of the sharing economy movement change over time? What explains this change, and what difference does technology mediation make? We draw upon the concepts of technology mediation, and computerization movements, in two comparative industry case studies: car sharing, and room sharing. We outline future research steps, and begin the process of critically examining the role of IT in social movement mediation. Is the sharing economy likely to create positive new economic alternatives? Or is it simply another strategy to intensify the role of global finance in everyday life, and fuel the high rates of growth demanded by venture-backed technology startups?
共享经济是一个术语,用来描述一种由it推动的、快速增长的围绕协作消费的社会运动。这一运动有可能对经济机会和更广泛的文化产生重大影响。在这篇正在进行的研究论文中,我们提出了一个关键问题:共享经济运动的技术中介如何随着时间的推移而变化?如何解释这种变化,技术中介又产生了什么影响?我们借鉴了技术中介和计算机化运动的概念,在两个比较行业案例研究中:汽车共享和房间共享。我们概述了未来的研究步骤,并开始批判性地检查信息技术在社会运动调解中的作用。共享经济有可能创造出积极的新经济选择吗?或者,这仅仅是另一种战略,目的是加强全球金融在日常生活中的作用,并推动风险投资支持的科技初创公司所要求的高增长率?
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引用次数: 5
Coping with the Dark Side of IT Usage: Mitigating the Effect of Technostress 应对IT使用的阴暗面:减轻技术压力的影响
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2906189
C. Weinert
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引用次数: 2
Promoting Physical Activity In Seniors: Future Opportunities with Emerging Technologies 促进老年人的身体活动:新兴技术带来的未来机遇
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2890616
Jake Araullo, L. Potter
High levels of physical inactivity that are trending upwards in the population present significant health challenges, particularly in seniors. Opportunities are present for emerging technologies to promote and engage seniors in physical activity, leading social change in this area, with a goal to boost quality-of-life, health, self-efficacy and autonomy in this growing segment of the population. Attitudes to emerging technology adoption, physical activity and behaviour change must be identified. This will allow the practical adoption of strategic information system implementations that can create meaningful, macro-level impacts in this in area of senior physical activity, as well as inform strategies and best practices for designers of information technology systems in this developing area.
人口中缺乏身体活动的情况呈上升趋势,这对健康构成了重大挑战,特别是对老年人而言。新兴技术有机会促进老年人参与体育活动,引领这一领域的社会变革,目标是提高这一日益增长的人口群体的生活质量、健康、自我效能和自主性。必须确定对新兴技术采用、体育活动和行为改变的态度。这将允许战略信息系统实施的实际采用,可以在这一高级体育活动领域创造有意义的宏观层面的影响,并为这一发展中领域的信息技术系统设计师提供战略和最佳实践。
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引用次数: 7
Investigating the Role of Top Management and Institutional Pressures in Cloud Computing Adoption 调查高层管理人员在云计算采用中的作用和机构压力
Pub Date : 2016-06-02 DOI: 10.1145/2890602.2906197
Elston H. Steele, Indira R. Guzman
ABSTRACT While cloud computing adoption is on the rise, barriers continue to play a critical role in delaying the progress of some cloud computing adoption efforts. In 2010 the United States federal government launched the "Cloud First" policy which requires government agencies to consider the adoption of cloud computing when the solution is secure, reliable and cost effective (Kundra, 2010). Unfortunately, cloud computing adoption among federal agencies has been sluggish. This study investigates pressures asserted to facilitate cloud computing adoption. Although a vast amount of literature exists, very few studies empirically investigate cloud computing adoption from an institutional perspective in concert with top management support. This study aims to fill the gap where the literature is lacking concerning the adoption of cloud computing by federal agencies.
虽然云计算的采用正在上升,但障碍继续在延迟一些云计算采用工作的进展方面发挥关键作用。2010年,美国联邦政府推出了“云优先”政策,要求政府机构在解决方案安全、可靠和具有成本效益的情况下考虑采用云计算(Kundra, 2010)。不幸的是,云计算在联邦机构中的应用一直很缓慢。本研究调查了促进云计算采用的压力。尽管存在大量的文献,但很少有研究从机构的角度与高层管理人员的支持一起对云计算的采用进行实证调查。本研究旨在填补文献中关于联邦机构采用云计算的空白。
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引用次数: 2
期刊
Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research
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