As a result of newer communication technologies and an increase in virtual communication, employees often find themselves multicommunicating, or participating in multiple conversations at the same time. This research seeks to explore multicommunicating from the perspective of the person juggling multiple conversations at the same time—the focal individual. To better understand this phenomenon, we extend previous theorizing by including the concepts of the episode initiator (whether the second conversation was focal or partner initiated), the fit of the set of media used in the episode, one process gain (conversation leveraging), and process losses. Employing a series of pilot studies and a main study, the resulting model was analyzed using structural equation modeling, finding overall support for the model. Findings suggest that experienced intensity is an important factor influencing process losses experienced during multicommunicating, whereas episode initiator influences process losses and the process gain. Further, media fit moderates the relationship between intensity and process losses. The importance of multicommunicating in the workplace is discussed, the theoretical and practical contributions of this research are described, and limitations and suggestions for future research are outlined.
Information systems use represents one of the core concepts defining the discipline. In this article, we develop a rich conceptualization of IS use patterns as individuals' emotions, cognition, and behaviors while employing an information technology to accomplish a work-related task. By combining two novel perspectives-the affect-object paradigm and automaticity-with coping theory, we theorize how different patterns appear and disappear as a result of different IT events-expected and discrepant-as well as over time, and how these patterns influence short-term performance. In order to test our hypotheses, we conducted two studies, one qualitative and the other quantitative, that combined different methods (e.g., open-ended questions, physiological data, videos, protocol analysis) to study the influence of expected and discrepant events. The synergistic properties of the two studies demonstrate the existence of two IS use patterns, automatic and adjusting. Most interactions are automatic, and adjusting patterns, triggered by discrepant IT events, fade over time and transition into automatic ones. Further, automatic patterns result in enhanced short-term performance, while adjusting ones do not. Our conceptualization of IS use patterns is useful because it addresses important questions (such as why negative IT perceptions persist) and clarifies that it is how (rather than how much) people use IT that is pertinent for performance.
Technology-mediated learning methods are widely used by organizations and educational institutions to deliver information technology training. One form of technology-mediated learning, e-learning, in which the platform is the tutor, is quickly becoming the cost-effective solution of choice for many corporations. Unfortunately, the learning outcomes have been very disappointing. E-learning training makes an implicit assumption that learners can apply a high level of self-directed learning to assimilate the training content. In contrast, based on perspectives from social cognitive theory, we propose that instructional strategies need to persuade learners to follow self-regulated learning strategies. We test our ideas with participants who were trained through e-learning to design a website. Our findings indicate that participants who were induced to follow self-regulated learning strategies scored significantly higher on learning outcomes than those who were not persuaded to do so. We discuss our findings, and suggest that the interaction among information technology features, instructional strategies, and psychological learning processes offers a fruitful avenue for future information systems training research.
This paper draws on research from a wide literature base to develop a model relating Web navigation systems, disorientation, engagement, user performance, and intentions. The model is tested in an experimental study examining the effects of one simple and two global navigation systems. Although well-accepted design guidelines were followed for the first global navigation system, it was not superior to the simple system. However, the second global navigation system resulted in lower disorientation than the simple system. Based on the study's results, two design guidelines to govern the development of future Web-based systems are suggested. Readers need a sense of context, of their place within an organization of information. In paper documents this sense of "where you are" is a mixture of graphic and editorial organizational cues supplied by the graphic design of the book, the organization of the text, and the physical sensation of the book as an object. Electronic documents provide none of the physical cues we take for granted in assessing information. When we see a Web hypertext link on the page we have few cues to where we will be led, how much information is at the other end of the link, and exactly how the linked information relates to the current page. Even the view of individual Web pages is restricted for many users. (Lynch and Horton 2002) On IBM's website, the most popular feature was the search function, because the site was difficult to navigate. The second most popular feature was the "help" button, because the search technology was so ineffective. IBM's solution was a 10-week effort to redesign the site. ...In the first week after the redesign, use of the "help" button decreased 84 percent, while sales increased 400 percent. (UsabilityNet 2003)
This longitudinal case study examines the use of desktop videoconferencing in one organization. Three theoretical perspectives, communication media choice, systems analysis and design, and privacy, help to inform the findings. The paper concludes by drawing implications for future research and practice
Microcomputer playfulness represents the degree of cognitive spontaneity in microcomputer interactions. Research on the general characteristic of playfulness has demonstrated relationships with measures such as creativity and exploration. Thus, with the widespread diffusion of computers in organizations, research in micro-computer playfulness can have significant practical implications for organizations. Five independent studies involving more than 400 participants provided initial evidence for the construct validity of a microcomputer playfulness measure with respect to its factor structure, internal consistency reliability, concurrent validity, discriminant validity, predictive validity, predictive efficacy, and test-retest reliability. As hypothesized, the measure related positively to computer attitudes, anxiety, competence, and efficacy, and did not relate to gender or age. In addition, the measure related positively to training outcomes of learning, mood, involvement, and satisfaction. Further, the evidence suggests the predictive efficacy of microcomputer playfulness as compared to other variables, such as computer anxiety and attitudes. Consequently, the findings indicate that researchers should focus more attention on positive influences on human-computer interaction, such as microcomputer playfulness, rather than on negative influences, such as computer anxiety.