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.
{"title":"How Temporal Work Styles and Product Modularity Influence Software Quality and Job Satisfaction","authors":"Jens Förderer, T. Kude, Sunil Mithas, A. Heinzl","doi":"10.1145/2890602.2890608","DOIUrl":"https://doi.org/10.1145/2890602.2890608","url":null,"abstract":"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.","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122482570","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"From \"Weight Loss Tips\" to \"Fastest Exercise to Get Abs\": How Teens Search for Fitness Information Across Social Media Platforms","authors":"K. M. Booth","doi":"10.1145/2890602.2906196","DOIUrl":"https://doi.org/10.1145/2890602.2906196","url":null,"abstract":"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.","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124335677","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Providers' Perceptions of the Impact of Weight Loss Apps on Users with Eating Disorders","authors":"E. Eikey","doi":"10.1145/2890602.2906194","DOIUrl":"https://doi.org/10.1145/2890602.2906194","url":null,"abstract":"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.","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"126 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115508151","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Experienced Meaningfulness and Calling: Effects on IT Professionals' Retention Intention","authors":"Christine Koh, D. Joseph","doi":"10.1145/2890602.2890615","DOIUrl":"https://doi.org/10.1145/2890602.2890615","url":null,"abstract":"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.","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130221877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
{"title":"Encouraging Minority and Low-Income Girls to Pursue Computing through Inclusive Technology Camps","authors":"Daniel J. Sherman","doi":"10.1145/2890602.2906195","DOIUrl":"https://doi.org/10.1145/2890602.2906195","url":null,"abstract":"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","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126502989","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Designing Games for Presence in Consumer Virtual Reality","authors":"Lewis Carter, L. Potter","doi":"10.1145/2890602.2890626","DOIUrl":"https://doi.org/10.1145/2890602.2890626","url":null,"abstract":"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.","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132001833","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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?
{"title":"The Sharing Economy: Studying Technology-Mediated Social Movements","authors":"Jonathan P. Allen","doi":"10.1145/2890602.2890609","DOIUrl":"https://doi.org/10.1145/2890602.2890609","url":null,"abstract":"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?","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132119451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Coping with the Dark Side of IT Usage: Mitigating the Effect of Technostress","authors":"C. Weinert","doi":"10.1145/2890602.2906189","DOIUrl":"https://doi.org/10.1145/2890602.2906189","url":null,"abstract":"","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"235 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113990236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Promoting Physical Activity In Seniors: Future Opportunities with Emerging Technologies","authors":"Jake Araullo, L. Potter","doi":"10.1145/2890602.2890616","DOIUrl":"https://doi.org/10.1145/2890602.2890616","url":null,"abstract":"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.","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115214210","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Investigating the Role of Top Management and Institutional Pressures in Cloud Computing Adoption","authors":"Elston H. Steele, Indira R. Guzman","doi":"10.1145/2890602.2906197","DOIUrl":"https://doi.org/10.1145/2890602.2906197","url":null,"abstract":"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.","PeriodicalId":224051,"journal":{"name":"Proceedings of the 2016 ACM SIGMIS Conference on Computers and People Research","volume":"149 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121992277","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}