Author List: Yoo, Youngjin;
MIS Quarterly, 2010, Volume 34, Issue 2, Page 213-231.
The information systems field emerged as a new discipline of artificial science as a result of intellectual efforts to understand the nature and consequences of computer and communication technology in modern organizations. As the rapid development of digital technology continues to make computers and computing a part of everyday experiences, we are once again in need of a new discipline of the artificial. In this essay, I argue that the IS community must expand its intellectual boundaries by embracing experiential computing as an emerging field of inquiry in order to fill this growing intellectual void. Experiential computing involves digitally mediated embodied experiences in everyday activities through everyday artifacts that have embedded computing capabilities. Experiential computing is enabled by the mediation of four dimensions of human experiences (time, space, actors, and artifacts) through digital technology. Drawing on a research framework that encompasses both behavioral and design sciences, six research opportunities that the IS research community can explore are suggested. Ultimately, I propose that the IS field return to its roots, the science of the artificial, by decisively expanding the scope of its inquiry and establishing a new domain of research on computing in everyday life experiences.
Keywords: design; digitalization; Experiential computing; science of artificial
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List of Topics

#21 0.213 research information systems science field discipline researchers principles practice core methods area reference relevance conclude set focus propose perspective inquiry
#178 0.176 digital divide use access artifacts internet inequality libraries shift library increasingly everyday societies understand world initiative initiatives embedded community dimensions
#90 0.140 development life cycle prototyping new stages routines stage design experiences traditional time sdlc suggested strategies rapid effort integrated needs techniques
#237 0.118 boundary practices capacity new boundaries use practice absorptive organizational technology work field multiple study objects actors actor theory practical spanning
#248 0.088 computing end-user center support euc centers management provided users user services organizations end satisfaction applications article ibm step field policies
#46 0.083 perceived transparency control design enjoyment experience study diagnosticity improve features develop consequences showing user experiential providing antecedents interface effects economy
#159 0.070 systems information objectives organization organizational development variety needs need efforts technical organizations developing suggest given effective designing lack help recent