Author List: Guinea, Ana Ortiz de; Webster, Jane;
MIS Quarterly, 2013, Volume 37, Issue 4, Page 1165-A6.
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.
Keywords: affect; behavior; cognition; continuance; Emotion; heart rate; IS use; physiological arousal; technological effects
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#230 0.224 adaptation patterns transition new adjustment different critical occur manner changes adapting concept novel temporary accomplish experience period managers transitions frequency
#194 0.168 use habit input automatic features modification different cognition rules account continuing underlying genre emotion way light triggers conscious triggered habitual
#75 0.134 behavior behaviors behavioral study individuals affect model outcomes psychological individual responses negative influence explain hypotheses expected theories consequences impact theory
#80 0.082 organizations new information technology develop environment challenges core competencies management environmental technologies development emerging opportunities levels based change business technical
#193 0.076 time use size second appears form larger benefits combined studies reasons selected underlying appear various significantly result include make attention
#93 0.071 performance results study impact research influence effects data higher efficiency effect significantly findings impacts empirical significant suggest outcomes better positive
#100 0.070 affective concepts role questions game gaming production games logic play shaping frames future network natural processes evidence addresses reference theorizing
#289 0.060 qualitative methods quantitative approaches approach selection analysis criteria used mixed methodological aspects recent selecting combining known conclusions included article appropriateness