-------- Forwarded Message --------
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@mst.edu
URL:
http://people.mst.edu/faculty/nahf/
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