-------- Forwarded Message --------
Subject: [AISWorld] Announcing the publication of volume 13 issue 1 of
AIS Transactions on Human-Computer Interaction (THCI)
Date: Thu, 1 Apr 2021 04:13:01 +0000
From: Nah, Fiona <nahf(a)mst.edu>
To: aisworld(a)lists.aisnet.org <aisworld(a)lists.aisnet.org>
Announcing the Publication of
Volume 13 Issue 1 of AIS Transactions on Human-Computer Interaction (THCI)
(http://https://aisel.aisnet.org/thci/)
THCI is ranked "A" in the 2019 Australian Business Deans Council (ABDC)
Journal Quality List - https://abdc.edu.au/research/abdc-journal-list/
with an acceptance rate of 7.61% (excluding special issues) in Year 2020.
The March 2021 issue of THCI comprises one editorial and four papers on
the special issue theme on Design Science Research in Human-Computer
Interaction that was co-edited by Marc T. P. Adam, Shirley Gregor, Alan
Hevner, and Stefan Morana. The March 2021 issue also comprises a paper
on the special issue theme on AI Fairness, Trust, and Ethics in which
three other papers on this theme were published in the December 2020
issue (vol. 12, no. 4).
The editorial and four papers on the special issue theme on Design
Science Research in Human-Computer Interaction are: 1. "Design Science
Research Modes in Human-Computer Interaction Projects" by Marc T. P.
Adam, Shirley Gregor, Alan Hevner, and Stefan Morana 2. "CASSI:
Designing a Simulation Environment for Vehicle Relocation in Carsharing"
by Christoph Prinz, Mathias Willnat, Alfred Benedikt Brendel, Sascha
Lichtenberg, and Lutz Kolbe 3. "Designing and Evaluating a Collaborative
Writing Process with Gamification Elements: Toward a Framework for
Gamifying Collaboration Processes" by Christina Wiethof, Navid
Tavanapour, and Eva A. C. Bittner
4. "Gamification: Explaining Brand Loyalty in Mobile Applications" by
Jens Mattke and Christian Maier 5. "Understanding the Impact that
Response Failure has on How Users Perceive Anthropomorphic
Conversational Service Agents: Insights from an Online Experiment" by
Stephan Diederich, Tim-Benjamin Lembcke, Alfred Benedikt Brendel, and
Lutz M. Kolbe
The paper on the special issue theme on AI Fairness, Trust, and Ethics
is: "Understanding the Effect that Task Complexity has on Automation
Potential and Opacity: Implications for Algorithmic Fairness" by M.
Vimalkumar, Agam Gupta, Divya Sharma, and Yogesh K. Dwivedi You can
download the papers from this issue at
https://aisel.aisnet.org/thci/vol13/iss1/ or the direct links provided
below. You can also download papers in THCI by visiting the AIS
E-Library (http://aisel.aisnet.org/) or the journal website at
http://aisel.aisnet.org/thci/.
============
In this issue (Volume 13, Issue 1)
============
Paper 1 (Introduction to the special edition on design science research
in human-computer interaction):
Adam, M. T. P., Gregor, S., Hevner, A., & Morana, S. (2021). Design
science research modes in human-computer interaction projects. AIS
Transactions on Human-Computer Interaction, 13(1), pp. 1-11. DOI:
10.17705/1thci.00139
Available at: https://aisel.aisnet.org/thci/vol13/iss1/1/
Abstract:
In this editorial, we introduce the special issue on design science
research in human-computer interaction with four papers extended from
the 2020 European Conference on Information Systems and propose a
conceptual model for such research projects. Research in the
interdisciplinary human-computer interaction (HCI) discipline advances
knowledge of how humans interact with technologies, systems,
information, and work structures. Design science research (DSR) methods
support three distinct modes in HCI projects. In the interior mode,
researchers build and evaluate novel technical solutions with a focus on
improved system interfaces to support effective human use. Next, in the
exterior mode, researchers build and evaluate novel behavioral solutions
with a process focus on interactions that increase human capabilities.
Lastly, in the gestalt mode, researchers build and evaluate novel
composite solutions that improve synergies between technologies and
human behaviors. We pose a comprehensi
ve model for identifying the DSR modes of HCI research with related
artifacts, evaluation techniques, design theories, and research impacts.
Paper 2 (Design science theme):
Prinz, C., Willnat, M., Brendel, A. B., Lichtenberg, S., & Kolbe, L. M.
(2021). CASSI: Design of a simulation environment for vehicle relocation
in carsharing. AIS Transactions on Human-Computer Interaction, 13(1),
pp. 12-37. DOI: 10.17705/1thci.00140
Available at: https://aisel.aisnet.org/thci/vol13/iss1/2/
Abstract:
Simulations offer an efficient solution to represent operational
services and track the impact of changing systematic factors and
business constraints. Carsharing services provide users with mobility
services on demand. Although research has introduced strategies to
optimize efforts to set up and operate such a system, they lack reusable
and flexible simulation environments. For instance, carsharing research
applies simulations to better understand and solve the problem of
balancing vehicle supply and demand, which operators need to solve to
prevent operational inefficiencies and ensure customer satisfaction.
Hence, one cannot feasibly test new balancing mechanisms directly in a
real-world environment. As for now, researchers have implemented
simulations from scratch, which results in high development efforts and
a limited ability to compare results. In this paper, we address this gap
by designing a versatile carsharing simulation tool that researchers can
easily use and adapt. The t
ool simplifies the process of modeling a carsharing system and
developing operation strategies. Furthermore, we propose various system
performance measures to increase the developed solutions' comparability.
Paper 3 (Design science theme):
Wiethof, C., Tavanapour, N., & Bittner, E. A. C. (2021). Design and
evaluation of a collaborative writing process with gamification
elements: Toward a framework for gamifying collaboration processes. AIS
Transactions on Human-Computer Interaction, 13(1), pp. 38-61. DOI:
10.17705/1thci.00141
Available at: https://aisel.aisnet.org/thci/vol13/iss1/3/
Abstract:
In this study, we examine the influence that gamification elements have
on collaboration processes in terms of whether they increase intention
to continue to use the system based on meaningful engagement and hedonic
motivation as well as outcome quality. Therefore, we review gamification
models and principles for information systems and consolidate them in a
preliminary framework. We then evaluate how one can supplement the
collaboration process for collaborative story writing with gamification
elements based on the framework. Additionally, we consider specific
gamification elements to successfully accomplish the process. To do so,
we conducted action design research in a common iterative structure.
First, we observed and reflected on the analog collaborative writing
process. Next, we derived design principles and remodeled and
implemented the process via a Web application instantiation to evaluate
them. In the evaluation, we identified the developed design principles'
ability to rea
ch higher hedonic motivation and meaningful engagement, which led to an
enhanced intention to continue to use the system. Additionally, we found
the potential to manage the shift toward digital collaboration processes
that motivate people to participate and produce promising outcomes that
do not vary much from outcomes in an analog setting.
Paper 4 (Design science theme):
Mattke, J., & Maier, C, (2021). Gamification: Explaining brand loyalty
in mobile applications. AIS Transactions on Human-Computer Interaction,
13(1), pp. 62-81. DOI: 10.17705/1thci.00142
Available at: https://aisel.aisnet.org/thci/vol13/iss1/4/
Abstract:
Gamification is one specific way to increase mobile app users' brand
loyalty. We propose that the frequency with which one uses immersion-,
achievement- and social-related features relates to brand loyalty. To
provide empirical evidence for this proposal, we obtained quantitative
data from surveying 243 users on the mobile application Duolingo and
conducted a fuzzy-set qualitative comparative analysis (fsQCA). We found
that users need to frequently use immersion- and achievement-related
features to result in high brand loyalty. On the contrary, we found
users who infrequently use at least two gamification features have low
brand loyalty. These findings extend the gamification literature by
revealing an interaction between multiple gamification features and
extend mobile application research by showing how gamification features
relate to high and low brand loyalty. We also guide practitioners on how
to identify users at risk to discontinue and reduce customer churn.
Paper 5 (Design science theme):
Diederich, S., Lembcke, T.-B., Brendel, A.B., & Kolbe, L. (2021).
Understanding the impact that response failure has on how users perceive
anthropomorphic conversational service agents: Insights from an online
experiment. AIS Transactions on Human-Computer Interaction, 13(1), pp.
82-103. DOI: 10.17705/1thci.00143
Available at: https://aisel.aisnet.org/thci/vol13/iss1/5/
Abstract:
Conversational agents (CAs) have attracted the interest from
organizations due to their potential to provide automated services and
the feeling of humanlike interaction. Emerging studies on CAs have found
that humanness has a positive impact on customer perception and explored
approaches for their anthropomorphic design, which comprises both their
appearance and behavior. While these studies provide valuable knowledge
on how to design humanlike CAs, we still do not sufficiently understand
this technology's limited conversational capabilities and their
potentially detrimental impact on user perception. These limitations
often lead to frustrated users and discontinued CAs in practice. We
address this gap by investigating the impact of response failure, which
we understand a CA's inability to provide a meaningful reply, in a
service context. To do so, we draw on the computers are social actors
paradigm and the theory of the uncanny valley. Via an experiment with
169 participants, we fou
nd that 1) response failure harmed the extent to which people perceived
CAs as human and increased their feelings of uncanniness, 2) humanness
(uncanniness) positively (negatively) influenced familiarity and service
satisfaction, and 3) the response failure had a significant negative
impact on user perception yet did not lead to a sharp drop as the
uncanny valley theory posits. Thus, our study contributes to better
explaining the impact that text-based CAs' failure to respond has on
customer perception and satisfaction in a service context in relation to
the agents' design.
Paper 6 (AI fairness, trust, and ethics theme):
Vimalkumar, M., Gupta, A., Sharma, D., & Dwivedi, Y. K. (2021).
Understanding the effect that task complexity has on automation
potential and opacity: Implications for algorithmic fairness. AIS
Transactions on Human-Computer Interaction, 13(1), pp. 104-129. DOI:
10.17705/1thci.00144
Available at: https://aisel.aisnet.org/thci/vol13/iss1/6/
Abstract:
Scholars have increasingly focused on understanding different aspects of
algorithms since they not only affect individual choices and decisions
but also influence and shape societal structures. We can broadly
categorize scholarly work on algorithms along the dimensions of economic
gain that one achieves through automation and the ethical concerns that
stem from such automation. However, the literature largely uses the
notion of algorithms in a generic way and overlooks different
algorithms' specificity and the type of tasks that they perform. Drawing
on a typology of tasks based on task complexity, we suggest that
variations in the complexity of tasks contribute to differences in 1)
their automation potential and 2) the opacity that results from their
automation. We also suggest a framework to assess the likelihood that
fairness concerns will emanate from automation of tasks with varying
complexity. In this framework, we also recommend affordances for
addressing fairness concerns tha
t one may design into systems that automate different types of tasks.
===========================
Call for Papers
===========================
THCI is one of the journals in the AIS (Association for Information
Systems) e-library at http://aisel.aisnet.org/thci. THCI is a
high-quality peer-reviewed international scholarly journal on
Human-Computer Interaction. As an AIS journal, THCI is oriented to the
Information Systems community, emphasizing HCI/UX applications in
business, managerial, organizational, and cultural contexts. However, it
is open to all related communities that share intellectual interests in
HCI phenomena and issues. The editorial objective is to enhance and
communicate knowledge about the interplay among humans, information,
technologies, and tasks in order to guide the development and use of
human-centered Information and Communication Technologies (ICT) and
services for individuals, groups, organizations, and communities.
To increase awareness and readership, THCI is still freely available to
the public, which is beneficial to the authors and the community. You
can find information related to all aspects of THCI at its website
(http://aisel.aisnet.org/thci), including how to submit manuscripts for
publication consideration. We would like to thank the AIS Council
(http://www.aisnet.org/) for its continued support of the journal. And,
as always, we are happy to announce that we have published the journal
on time for every issue, and are building a strong case for a solid
impact factor when released by SSCI and Scopus in the near future. The
quality of THCI is affirmed by its inclusion as an "A" journal in the
Australian Business Deans Council (ABDC) journal quality list.
Topics of interest to THCI include but are not limited to the following:
* Behavioral, cognitive, motivational and affective aspects of human and
technology interaction
* User task analysis and modeling; fit between representations and task
types
* Digital documents/genres; human information seeking and web navigation
behaviors; human information interaction; information visualization
* Social media; social computing; virtual communities
* Behavioral information security and information assurance; privacy and
trust in human technology interaction
* User interface design and evaluation for various applications in
business, managerial, organizational, educational, social, cultural,
non-work, and other domains
* Integrated and/or innovative approaches, guidelines, and standards or
metrics for human centered analysis, design, construction, evaluation,
and use of interactive devices and information systems
* Information systems usability engineering; universal usability
* Impact of interfaces/information technology on people's attitude,
behavior, performance, perception, and productivity
* Implications and consequences of technological change on individuals,
groups, society, and socio-technical units
* Software learning and training issues such as perceptual, cognitive,
and motivational aspects of learning
* Gender and information technology
* The elderly, the young, and special needs populations for new
applications, modalities, and multimedia interaction
* Issues in HCI education
The language for the journal is English. The audience includes
international scholars and practitioners who conduct research on issues
related to the objectives of the journal. The publication frequency is
quarterly: 4 issues per year to be published in March, June, September,
and December. The AIS Special Interest Group on Human-Computer
Interaction (SIGHCI, http://sighci.org/) is the official sponsor of THCI.
====================================================================
Please visit the links above or the links from our AIS THCI home page
(http://aisel.aisnet.org/thci/) for details on special issue calls.
Please continue to check the AIS THCI home page
(http://aisel.aisnet.org/thci/) to see what is brewing! If you have an
idea for a special issue, please drop us a line any time.
Sincerely,
Fiona Fui-Hoon Nah, Editor-in-Chief
Gregory D. Moody, Managing Editor
========================================================
Fiona Fui-Hoon Nah, Ph.D.
Editor-in-chief, AIS Transactions on Human-Computer Interaction
Professor of Business & Information Technology Missouri University of
Science and Technology
101 Fulton Hall
301 W 14th Street
Rolla, MO 65409
Tel: 573-341-6996
Email: nahf(a)mst.edu
URL: http://people.mst.edu/faculty/nahf/
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