Dr. Tuure Tuunanen University of Oulu

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Transcription:

Dr. Tuure Tuunanen University of Oulu

Consumption of Digital Services Consumption of Information Systems Co-Value Creation Engaging the consumer Conceptual Framework for Consumer Information Systems Findings from Case studies

Current literature tends to focus on organizational user Rational Man/Woman makes decisions to improve efficiency (Simon 1955) What about enjoyment, pleasure and purchases of consumers?

From use to Consumption Consuming Information Systems A moment to spare in a ferry, bus.. Consumption a moment in time Think of World Cup A nice dinner A theather experience

Co-creation of Services with Consumers Facebook applications Joost discussions Amazon.com recommendations Etc. Two-way Interaction How to engage the consumer?

Enable consumer value cocreation through the development and implementation of IT enabled processes that integrate system value propositions with customer value drivers. Integration of IT and Service Function Focus on intangible resources The co-creation of value and relationships

Social networking services such as Facebook, MySpace etc. Text messaging has been widely adopted and is more popular than email in some parts of world. Social Actor Theory [Lamb, 2005, Lamb, 2006, Lamb and Kling, 2003], Political Ecology of Requirements [Bergman et al., 2002].

Customization of Mobile phones with unique services and accessories; applications that provide services such as Apple s AppStore. Social Actor Theory [Lamb, 2005, Lamb, 2006, Lamb and Kling, 2003], Social Construction of Identity [Creed et al., 2002, Simon et al., 2009].

The accidental start of text messaging: Text messaging was developed for a limited purpose - as a technical servicemessaging tool between cellular base stations. Yet today billions of text messages are sent every day. Context of Information Systems Use [Goodhue, 1995, Orlikowski et al., 1995], Context Aware Computing [Dey and Abowd, 2000, Schilit et al., 1994]. Cultural context [Myers, 1999, Myers and Tan, 2003, Tuunanen et al., 2006].

The development of Halo III video game by Microsoft, which used the flow concept to ensure smooth game experience with extensive in-game data analysis. The Psychology of Optimal Experience [Csikszentmihaly, 1991] Consumption Patterns [Westbrook and Oliver, 1991] Cognitive absorption [Agarwal and Karahanna, 2000]

Co-creation of on-demand video streaming services when consumers actively affect the TV service content real time, such as voting for political candidates. Service dominant logic [Vargo and Lusch, 2004], Service/system co-production [Karlsen, 2008, Pedersen, 2005], Lead-user engagement [von Hippel, 1986, von Hippel, 2001, von Hippel and Katz, 2002]

Fluid iphone application that does not have any functional utility, yet provides hedonic benefit to users. Hedonic Utility [Holbrook et al., 1984, Kahneman et al., 2003] User Acceptance of Information Technology [Venkatesh et al., 2003] Consumer trade-offs [Green and Srinivasan, 1990, Ostrom and Iacobucci, 1995]

Tuunanen, Myers and Cassab 2010

Digia Corporation in Finland initiated this project conducted during 2000-2001. These services were to be used by consumers of yet to-be-launched third generation smart phones, similar to current BlackBerrys, Apple iphones, and Nokia E- and S-series smart phones. The task was to find financial killer applications for 3G mobile phones. Digia had conducted a strategic analysis of the potential market and considered that it would be very lucrative for the firm to develop services for consumers of smart phones.

Context of Use, Laddering Personal in-depth interviews provided a rich set of contextual information about the perceived system use including systems features, reasoning why participants would want to use such features, and values and goals of system use.

Participation in Service Production, Lead-users The lead user method and snowball sampling provide anecdotal evidence for its efficacy for participation. The use of laddering as an interviewing technique supported participation.

The Mobile Presence Services project was a joint venture of more than twenty Finnish organizations interested in digital marketing. The idea was to include "presence status information to the contact list of a mobile phone. This service would enable a person to see if his or her colleagues were available for a chat or voice call etc. How consumers want to use presence status information besides their basic contact list?

Construction of Identities, Social Actor Theory Culture and/or geographic location seems to drive preference for mobile services

Customer Goals and Outcomes, Hedonic utility, Consumer Trade-offs Clear differences in goals and values of users between different cultural regions. Different preferences for service features.

Focus was on IPTV based e-learning systems for tertiary education where students can participate in a classroom from campus, home, or office with live interaction. Study will report part of the development of Internet Protocol TV (IPTV) e-learning service at a premier research university in New Zealand.

Social Nature of Use, Laddering & Social Actor theory Social networking tools were expected features of the system in the final requirements specification document.

Service Process Experience, Theory of the Flow The concept of flow seems to be important for consumers in order for them to experience pleasure and enjoyment from CIS use.

Framework implies a reconceptualization of information systems development with a focus on consumers instead of organizational users. Customer goal and outcome setting may differ between consumers and organizational users, particularly in terms of the balance between hedonic and utilitarian use of the systems.